Commit Graph

83 Commits

Author SHA1 Message Date
Ryan Vance
8044633af9 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3012064 on 2016/06/13 by Nick.Whiting

	Merging Main -> DevVR

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3235307 on 2016/12/14 by Keli.Hlodversson

	Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit

Change 3235308 on 2016/12/14 by Ryan.Vance

	#jira UEVR-478

	Monoscopic far field improvements

	Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
	Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
	Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
	Addressed code review comments.

Change 3235397 on 2016/12/14 by Keli.Hlodversson

	[Oculus] Only enable GearVR platform on Windows if Oculus service is running
	Original author: Loren.McQuade

Change 3235762 on 2016/12/14 by Keli.Hlodversson

	Add explicit parentheses to placate the build bots.

Change 3242318 on 2016/12/21 by Ryan.Vance

	Working around pixel density crash.

Change 3242522 on 2016/12/21 by Ryan.Vance

	Missing flag clear so our adaptive test was always returning true.

Change 3243173 on 2016/12/22 by Ryan.Vance

	Integrating post present callback implementation from 4.14.1

Change 3248633 on 2017/01/05 by Keli.Hlodversson

	Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3248723 on 2017/01/05 by Keli.Hlodversson

	Fix after merge. EnablePositionalTracking no longer exists.

Change 3249484 on 2017/01/06 by Keli.Hlodversson

	Add missing includes

Change 3249714 on 2017/01/06 by Keli.Hlodversson

	Remove monolithic header include

Change 3249980 on 2017/01/06 by Keli.Hlodversson

	SteamVR: Remove leftover unused WindowMirrorMode member variable

Change 3252432 on 2017/01/10 by Keli.Hlodversson

	Submitting change by Loren McQuade to fix monolithic builds.

	Unshelved from pending changelist '3251436':

Change 3257373 on 2017/01/13 by Keli.Hlodversson

	#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
	#jira UEVR-412: Rename and merge remaining Morpheus console commands
	#jira UEVR-417: Remove Exec from IHeadMountedDisplay

Change 3269971 on 2017/01/24 by Jeff.Fisher

	UEVR-498 move controller is missing world to meters
	UEVR-522 PS4 motion controller worldscale support.
	-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be.  This also avoids making PS4 motion controllers dependent on the HMD.  Note Google VR Controller doesn't do position, so doesnt' care about scale.  Oculus already had internal threadsafe tracking of world scale, so I left that.  Steam handles world scale below our input level.
	-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
	#jira UEVR-498
	#review-3384107

Change 3288308 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity
	-PS4 can only track 2 controllers and 1 hmd.  Support for dealing with that is needed.
	-Also need to support multiple motion controller components mapped to a single controller.  Licencees have done that before.
	-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
	-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
	-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
	-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
	-DS4 controller no longer jumps back to 000 if it loses tracking.
	#review-3384107
	#jira UEVR-517

Change 3288309 on 2017/02/06 by Keli.Hlodversson

	Add file missing from CL#3257373.

Change 3288311 on 2017/02/06 by Jeff.Fisher

	UEVR-517 Detect MotionController Connectivity - Test content.
	-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe.  You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R.  Ctrl tests doing so via MotionControllerComponent.  Alt tests doing so by player index and controller type enum.
	-ctrl-A disables tracking of all controllers
	-alt-A disables tracking of all controllers for player 0
	-ctrl-D toggles enabling new controllers by default
	-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
	-The controller 'models' have an arrow out the front.  It is black if disabled.  Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
	-This logic is in the QA_MoCoAll blueprint.

Change 3291601 on 2017/02/07 by Jeff.Fisher

	UEVR-536 PSVR motion controller tracking problem with multiple controllers
	-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time.  This caches that transform so that it can be safely used in the render thread.
	#jira UEVR-536
	#review-3384107 @Ryan.Vance

Change 3292460 on 2017/02/08 by Jeff.Fisher

	PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.

Change 3308771 on 2017/02/17 by Keli.Hlodversson

	Rename GoogleVR console commands
	#jira UEVR-412

Change 3309156 on 2017/02/17 by Keli.Hlodversson

	Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.

Change 3311999 on 2017/02/20 by Keli.Hlodversson

	Create a default implementation for RecordAnalytics.

	Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
	Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
	#jira UE-21878
	#jira UEVR-213

Change 3313467 on 2017/02/20 by Ryan.Vance

	#jira UE-41604

	3278583
	pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.

	3278536
	Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.

Change 3314002 on 2017/02/21 by Keli.Hlodversson

	Fix compilation on PS4 and Linux

Change 3326722 on 2017/03/01 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Integrating 4.15 from main.

Change 3327567 on 2017/03/01 by Jeff.Fisher

	UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
	Duplicating from Release-4.15 cl 3327481, 3327542
	-Don't ovr_SubmitFrame when the layers need to be recreated.  They stay dirty until rendering is unpaused.
	#jira UEVR-588

	#review-3384107

Change 3328098 on 2017/03/01 by Jeff.Fisher

	4.15 merge fixes
	-Fixed deprecated enum name function usage.
	-Fixed world scale usage in GoogleVRController.
	-Fixed compile break in PS4Tracker.

Change 3328271 on 2017/03/01 by Jeff.Fisher

	2.15 merge
	-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.

Change 3328307 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-More googlevr worldscale fixes.

Change 3328312 on 2017/03/01 by Jeff.Fisher

	4.15 merge
	-removing 2 unused includes

Change 3330610 on 2017/03/02 by Jeff.Fisher

	4.15 merge
	-fixing linux build

Change 3333952 on 2017/03/06 by Keli.Hlodversson

	Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.

	#jira UEVR-628
	#jira UE-42555

Change 3334961 on 2017/03/07 by Keli.Hlodversson

	Add missing include to fix non-unity builds

Change 3336200 on 2017/03/07 by Keli.Hlodversson

	Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
	* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
	* Switch apparently doesn't know how to format a size_t for analytics either.
	Also: Typo in backwards compatibility command name alias

Change 3337347 on 2017/03/08 by Jeff.Fisher

	UE-42631 Stereo off while prox sensor uncovered causes low framerate
	-Setting maxfps appropriately on 'stereo on/off'.
	#review-3384107
	#jira UE-42631

Change 3338385 on 2017/03/08 by Ryan.Vance

	r.DisableDistortion was only being used for the mobile renderer

Change 3342301 on 2017/03/10 by patrickr.donovan

	Test updates to TM-VRSmoke.
	Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
	Rebuilt lighting.

Change 3348133 on 2017/03/15 by Ryan.Vance

	Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.

Change 3348836 on 2017/03/15 by Ryan.Vance

	Direct multi-view support for gear vr
	Monoscopic far field with multi-view (blit and direct) support for gear vr
	Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
	Fixed missing discards/clears in the multi-view blit

Change 3348843 on 2017/03/15 by Ryan.Vance

	Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.

Change 3349276 on 2017/03/16 by Keli.Hlodversson

	Fixing compile errors in GoogleVR after merge from main.

Change 3350932 on 2017/03/16 by Ryan.Vance

	Re-enabling the gearvr plugin on windows.

Change 3351977 on 2017/03/17 by Jeff.Fisher

	Fixing masked member variable.

Change 3352314 on 2017/03/17 by Ryan.Vance

	We need to ensure that we don't select different lod levels for each eye.

Change 3352993 on 2017/03/17 by Nick.Whiting

	Integrating CL 3345824 from Android-DevVR to Dev-VR.  Support for device depth pass in SceneCaptureComponent2D

Change 3355185 on 2017/03/20 by Nick.Whiting

	Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working

Change 3355676 on 2017/03/20 by Nick.Whiting

	PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications

Change 3357286 on 2017/03/21 by Jeff.Fisher

	Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.

Change 3357435 on 2017/03/21 by Jeff.Fisher

	Fixing editor build break, looks like a merge mistake.

Change 3359960 on 2017/03/23 by Keli.Hlodversson

	Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.

Change 3361230 on 2017/03/23 by Jeff.Fisher

	Fixing linux build opengl include problem... maybe.

Change 3361638 on 2017/03/23 by Jeff.Fisher

	Another guess at fixing linux build.

Change 3364224 on 2017/03/24 by Keli.Hlodversson

	Initial implementation of UEVR-576 - Base emulated layer implementation

	#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
	#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
	#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
	#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
	#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer

Change 3364242 on 2017/03/24 by Keli.Hlodversson

	SteamVR layers do not support negatve Layer priorities

Change 3364263 on 2017/03/24 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.

Change 3364472 on 2017/03/24 by Jeff.Fisher

	Merge fix

Change 3364475 on 2017/03/24 by Jeff.Fisher

	Fixing gearvr include.

Change 3364486 on 2017/03/24 by Jeff.Fisher

	merge fix

Change 3364532 on 2017/03/24 by Ryan.Vance

	pso update for mono rendering and stereo layers.

Change 3364599 on 2017/03/24 by Ryan.Vance

	Oculus changes for SI1.12

Change 3365159 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3365182 on 2017/03/26 by Jeff.Fisher

	include fix

Change 3366087 on 2017/03/27 by Ryan.Vance

	Remaining files from Oculus changes for SI1.12 merge request.
	Fixing a bug in OnlineSubsystem.
	Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.

Change 3366492 on 2017/03/27 by Ryan.Vance

	#jira UE-43294
	Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
	Going to leave the shader clear in the rift prerender for clearing the eye padding for now.

Change 3366929 on 2017/03/27 by Ryan.Vance

	Fixing compile error

Change 3368549 on 2017/03/28 by Jeff.Fisher

	Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
	Upgrade Google VR Plugin to v1.3:
	*Upgraded GVR NDK to 1.30.0
	*Changed some BlueprintFunction to use BlueprintPure
	*Add the missing bDaydream flag in UEDeployAndroid.cs
	#review-3384107

Change 3368975 on 2017/03/28 by Ryan.Vance

	CIS clean up
	#jira UE-43428, UE-43429, UE-43426, UE-43427

Change 3369028 on 2017/03/28 by Ryan.Vance

	This is not exacly 'correct', but it's at least what the code was trying to do.

Change 3370203 on 2017/03/29 by Ryan.Vance

	Adding gear vr controller component support.

Change 3370918 on 2017/03/29 by Ryan.Vance

	Merging 3370569 using Partner-Google-VR_to_DevVR

Change 3371030 on 2017/03/29 by Ryan.Vance

	Fixing linux build errors

	#jira UE-43426

Change 3371036 on 2017/03/29 by Ryan.Vance

	Oculus 4.16 integration.
	Not terribly happy with the use of std::string. They promised to clean this up for the next release.

Change 3373495 on 2017/03/30 by Jeff.Fisher

	Merging from Dev-Main, in preparation for 4.16

Change 3373578 on 2017/03/30 by Jeff.Fisher

	build break, one comma short

Change 3373870 on 2017/03/31 by Jeff.Fisher

	Include order fix.

Change 3374001 on 2017/03/31 by Keli.Hlodversson

	Use DefaultStereoLayers as base for Morpheus implementation.
	#jira UEVR-709 #jira UE-42919
	#rb: Jeff.Fisher

Change 3374004 on 2017/03/31 by Keli.Hlodversson

	Fix rendering for the default Stereo Layers implementation on mobile.
	Depth test was set to "Never" instead of "Always"
	Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.

Change 3375125 on 2017/03/31 by Jeff.Fisher

	UE-43506 Ensure using VRPreview with GoogleVR
	-Removed the ensure, there is code in there to handle that case, and it works.
	#jira UE-43506

Change 3375294 on 2017/03/31 by nick.bullard

	Resaving Plugin content to resovle "saved with empty engine version"

	#jira UE-43537

Change 3375480 on 2017/03/31 by Jeff.Fisher

	UEVR-9 PSVR: Social Screen Support
	-Experimental social screen support for 4.16.
	-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
	-Only supports 30fps on the mirror monitor.  60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
	-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode.  This must be set to true to use this feature.  When it is false we avoid allocating the back buffers.
	-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
	-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
	#jira UEVR-9
	#review-3384107

Change 3375540 on 2017/03/31 by Ryan.Vance

	#jira UE-43504

	Fixing android build break when using a 64 bit isa.

Change 3375655 on 2017/03/31 by Jeff.Fisher

	Fixing missing RGBAToYUV shader problem
	-This at least unblocks our process.  Will revisit before zbr.

Change 3375820 on 2017/04/01 by Jeff.Fisher

	Fixing linux build warning about HAS_MORPHEUS

Change 3376050 on 2017/04/02 by Jeff.Fisher

	 UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
	-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
	-Just wrap all standard headers in static analysis disables.

	#jira UE-43515

Change 3376609 on 2017/04/03 by Jeff.Fisher

	Fixing rgbatoyuvshader include.

Change 3377001 on 2017/04/03 by Jeff.Fisher

	UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
	- shader c++ must be compiled so that it can be cooked for ps4.

	#jira UE-43547

Change 3379858 on 2017/04/04 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	pulling main this should get us ps4 sdk 4.508

Change 3379938 on 2017/04/04 by Ryan.Vance

	#jira UE-43548

	If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
	The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.

Change 3381519 on 2017/04/05 by Jeff.Fisher

	UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
	-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off.  It now returns an error code about an invalid handle in that case, rather than reporting unready.  We just treat the error code like an unready status.
	#jira UEVR-733
	#review-3384107

Change 3382019 on 2017/04/05 by Ryan.Vance

	Linux: add Vulkan support from dev editor: 3381593

Change 3382021 on 2017/04/05 by Ryan.Vance

	SteamVR on Linux using Vulkan
	OpenVR rev to 1_0_6

	PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)

Change 3382076 on 2017/04/05 by Ryan.Vance

	Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
	Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.

Change 3383237 on 2017/04/06 by Ryan.Vance

	#jira UE-43732
	Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.

Change 3383353 on 2017/04/06 by Ryan.Vance

	Fixing include cycles.

Change 3383509 on 2017/04/06 by Jeff.Fisher

	Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
	merging the stuff from dev-mobile

[CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00
Dan Oconnor
e29126385f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3358702 on 2017/03/22 by Marc.Audy

	Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
	#jira UE-42679

Change 3358737 on 2017/03/22 by Mieszko.Zielinski

	Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4

Change 3359062 on 2017/03/22 by Michael.Noland

	Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)

	#jira UE-30748

Change 3359066 on 2017/03/22 by Michael.Noland

	PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)

	#jira UE-42620

Change 3359069 on 2017/03/22 by Michael.Noland

	PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)

	#jira UE-42250

Change 3359108 on 2017/03/22 by Michael.Noland

	Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
	#jira UE-36232

Change 3359235 on 2017/03/22 by Marc.Audy

	Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
	#jira UE-17286

Change 3359324 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.

	(Integrate CL 3249525 from Odin).

Change 3359326 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.

	(Integrate CL 3261262 from Odin).

Change 3359327 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.

	(Integrate CL 3231908 from Odin)

Change 3359328 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.

	(Integrate CL 3259985 from Odin)

Change 3359329 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.

	(Integrate CL 3260001 from Odin)

Change 3359330 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.

	- Added CharacterMovementComponent::ClearAccumulatedForces()
	- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
	- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
	- ClearAccumulatedForces() now also clears pending launch velocity.
	- Exposed ClearAccumulatedForces() to blueprints.
	- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
	- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
	- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
	- Inlined ActorComponent::IsActive().

	(Integrate CLs 3259933, 3266018 from Odin)

Change 3359338 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.

	(Integrate CL 3271928 from Odin)

Change 3359345 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.

	(Integrate CL 3273026 from Odin)

Change 3359381 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".

	(Integrate CLs 3275415, 3276810 from Odin).

Change 3359422 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix build (CollisionProfile included).

Change 3359442 on 2017/03/22 by Michael.Noland

	Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position

Change 3359445 on 2017/03/22 by Michael.Noland

	PR #2989: Improved BP comment nodes (Contributed by projectgheist)

	#jira UE-36788
	#jira UE-39118

Change 3359446 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.

	(Integrate CL 3278307 from Odin)

Change 3359494 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().

	(Integrated CL 3280775 from Odin).

Change 3359506 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).

	(Integrate CL 3287026 from Odin).

Change 3359514 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.

	(Integrate CL 3293322 from Odin)

Change 3359553 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.

	(Integrate CL 3299098 from Odin).

Change 3359554 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.

	(Integrate CL 3296254 from Odin).

Change 3359555 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.

	(Integrate CL 3295744 from Odin)

Change 3359561 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.

	(Integrate CL 3299111 from Odin)

Change 3359573 on 2017/03/22 by dan.reynolds

	Added BP log to the Passive Mix Modifier test platform BP

Change 3359593 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).

	(Integrate CL 3299118 from Odin)

Change 3359595 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.

	(Integrate CL 3299116 from Odin)

Change 3359602 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.

	(Integrate CL 3340622 from Odin)

Change 3359616 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.

	(Integrate CL 3340635 from Odin)

Change 3359864 on 2017/03/23 by Mieszko.Zielinski

	Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4

	#jira UE-43120

Change 3360884 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.

	(Integrate CL 3310724 from Odin)

Change 3361045 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: new cvars to help with optimization:

	- au.DisableReverbSubmix
	- au.DisableEQSubmix
	- au.DisableParallelSourceProcessing
	- au.SetAudioChannelCount

	Also checked in some code to cut down on the amount of parameter setting in EQ

	(Integrate of CL 3303165 in Odin by Aaron.Mcleran)

Change 3361172 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: added stat for HRTF.

	(Integrate CL 3310728 from Odin)

Change 3361189 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.

	(Integrate CL 3310926 from Odin).

Change 3361914 on 2017/03/23 by Aaron.McLeran

	UE-42649 Fixing crash in cleaning up active sound in sound concurrency

	-Handling edge case of an active sound not have a sound base ptr, which is possible.

Change 3361924 on 2017/03/23 by Aaron.McLeran

	UE-41378 Fixing passive mix modifier bug

Change 3361978 on 2017/03/23 by Aaron.McLeran

	UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock

Change 3361989 on 2017/03/23 by Aaron.McLeran

	PR #3010: Check for null GEngine on sound processing

Change 3362053 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.

	(Integrate CL 3311120 from Odin)

Change 3362102 on 2017/03/23 by Aaron.McLeran

	PR #3182:  Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel

Change 3362153 on 2017/03/23 by Aaron.McLeran

	UE-43286 Oculus audio plugin not working/available

Change 3362162 on 2017/03/23 by Aaron.McLeran

	UE-42252  Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener

Change 3362206 on 2017/03/23 by Aaron.McLeran

	UE-43287 Fixing HRTF spatialization in editor viewport

	- Steam Audio doesn't support multiple audio devices at the moment
	- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device

Change 3362775 on 2017/03/24 by mason.seay

	Replaced deprecated node

Change 3363024 on 2017/03/24 by Ben.Zeigler

	Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error

Change 3363030 on 2017/03/24 by Zak.Middleton

	#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.

Change 3363036 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.

	(Integrate CL 3311158 from Odin)

Change 3363541 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().

	(Integrate CL 3311169 from Odin)

Change 3363642 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".

	- Removed function call overhead to updating channel map. 64,000 function calls...
	- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
	- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.

	(Integrate CL 3311235 from Odin)

Change 3364441 on 2017/03/24 by Ben.Zeigler

	Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
	This fixes issue where iterative cooking would fail on plugin config files
	Add FindConfigFileWithBaseName to GConfig

Change 3364652 on 2017/03/25 by Phillip.Kavan

	#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.

	Change summary:
	- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.

Change 3365609 on 2017/03/27 by Richard.Hinckley

	#jira UEDOC-4720
	Fixed global enums being dropped from documentation after being extracted by Doxygen.

Change 3365737 on 2017/03/27 by Marc.Audy

	Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.

Change 3365795 on 2017/03/27 by Marc.Audy

	Fix compile error

Change 3365894 on 2017/03/27 by Phillip.Kavan

	#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.

	Change summary:
	- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.

Change 3366067 on 2017/03/27 by Marc.Audy

	Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
	#jira UE-40228

Change 3366097 on 2017/03/27 by Marc.Audy

	Fixed missed deprecation disable pairing for PostLadMap

Change 3366170 on 2017/03/27 by Aaron.McLeran

	Fixing div by zero

Change 3366221 on 2017/03/27 by Aaron.McLeran

	UE-43240 Removing dependency on component visualizers in runtime Phonon module.

Change 3366698 on 2017/03/27 by Marc.Audy

	Fix Orion compile errors

Change 3366782 on 2017/03/27 by Aaron.McLeran

	Bringing over optimizations from Odin to Dev-framework.

	Original CL 3311435

Change 3366818 on 2017/03/27 by Aaron.McLeran

	Bringing fix from Odin to Dev-Framework from CL 3304533

	Fix for rare condition that stomps memory during source recycling.

Change 3366984 on 2017/03/27 by Michael.Noland

	Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
	#jira UE-41638

Change 3367085 on 2017/03/27 by Brent.Pease

	 - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
	 - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
	 - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)

Change 3367434 on 2017/03/28 by Marc.Audy

	Fix UT compile error

Change 3368587 on 2017/03/28 by Mike.Beach

	Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).

Change 3368724 on 2017/03/28 by Zak.Middleton

	#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).

	#jira UE-41613, UE-28610

Change 3368748 on 2017/03/28 by Dan.Oconnor

	Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references

Change 3368852 on 2017/03/28 by Mike.Beach

	Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.

Change 3368873 on 2017/03/28 by Dan.Oconnor

	Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.

Change 3368998 on 2017/03/28 by Dan.Oconnor

	Setting  CLASS_Interface early in the compilation process

Change 3369494 on 2017/03/29 by Marc.Audy

	Fix UAT compile error

Change 3369924 on 2017/03/29 by Zak.Middleton

	#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.

	#jira UE-36973

Change 3369932 on 2017/03/29 by Ben.Zeigler

	#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
	Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
	Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
	Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
	Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
	Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
	Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
	Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time

Change 3370028 on 2017/03/29 by Ben.Zeigler

	CIS fix

Change 3370360 on 2017/03/29 by Mike.Beach

	Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).

Change 3370363 on 2017/03/29 by Ben.Zeigler

	Fix issue where loading out of date editor asset registry cache would throw pointless errors

Change 3370414 on 2017/03/29 by Marc.Audy

	Remove autos

Change 3370428 on 2017/03/29 by Ben.Zeigler

	Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators

Change 3370453 on 2017/03/29 by Marc.Audy

	CIS fix

Change 3370548 on 2017/03/29 by Marc.Audy

	#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.

Change 3370564 on 2017/03/29 by Mieszko.Zielinski

	PR #3429: fix comment typo (Contributed by kayama-shift)

Change 3370602 on 2017/03/29 by Mieszko.Zielinski

	Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4

Change 3370615 on 2017/03/29 by Phillip.Kavan

	#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.

	Change summary:
	- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).

Change 3370693 on 2017/03/29 by Michael.Noland

	Fixing some bad indentation
	#rnx

Change 3370740 on 2017/03/29 by Ben.Zeigler

	DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
	Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers

Change 3370792 on 2017/03/29 by Michael.Noland

	Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE

Change 3370794 on 2017/03/29 by Michael.Noland

	PR #3190: Reduce some output logging
	- Reduced an Oculus log from Log to Verbose because it spams quite a bit
	- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
	- Treat UInputComponent::GetAxisValue(None) as not a warning
	- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer

	#jira UE-41446

Change 3370831 on 2017/03/29 by Dan.Oconnor

	Iteration on compilation manager
	 - Fix Skeleton class compilation order
	 - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
	 - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly

Change 3370923 on 2017/03/29 by Michael.Noland

	Blueprints: Added an icon to indicate whether or not a macro contains latent actions
	- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
	- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified

Change 3371039 on 2017/03/29 by Dan.Oconnor

	Hacky fix for dropping return params when a function's return node is culled

Change 3371750 on 2017/03/30 by Richard.Hinckley

	Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.

Change 3372513 on 2017/03/30 by Ben.Zeigler

	#jira UE-43475 Fix cooker issues with string asset references to null packages.
	Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.

Change 3372565 on 2017/03/30 by Richard.Hinckley

	Rolling back stencil change, will be moved to Dev-Rendering.

Change 3372764 on 2017/03/30 by Marc.Audy

	Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
	#jira UE-43328

	#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.

Change 3372847 on 2017/03/30 by Marc.Audy

	Fix missing include

Change 3372994 on 2017/03/30 by Zak.Middleton

	#ue4 - Fix build in Debug (checkSlow using incorrect function params).

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3373320 on 2017/03/30 by mason.seay

	Basic for TM-Gameplay map (WIP)

Change 3373448 on 2017/03/30 by Ben.Zeigler

	Fix recursive size display in audit window
	Improve asset manager comments

Change 3373576 on 2017/03/30 by dan.reynolds

	AEOverview Update:

	Updated Passive Mix Modifier Test based on recent changes in behavior

	Also added Initial Delay Time timer to test

Change 3373589 on 2017/03/30 by dan.reynolds

	AEOverview Passive Mix Mod Test Map update

Change 3373624 on 2017/03/30 by Zak.Middleton

	#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.

	#jira UE-40420

Change 3374271 on 2017/03/31 by Marc.Audy

	Fix deprecation warning in new UT code

Change 3374320 on 2017/03/31 by Marc.Audy

	Fix HTML5 compile.

Change 3374413 on 2017/03/31 by Jeff.Farris

	Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.

	(Copied CL 3276454 from Robo Recall to Dev-Framework)

Change 3374414 on 2017/03/31 by Jeff.Farris

	Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange

	(Copied CL 3267903 from RoboRecall to Dev-Framework)

Change 3374616 on 2017/03/31 by Ben.Zeigler

	Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this

Change 3374664 on 2017/03/31 by Jeff.Farris

	Consted AIController::GetBrainComponent()

	(Copied 3239101 from Robo Recall to Dev-Framework)

Change 3374665 on 2017/03/31 by Jeff.Farris

	PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.

	(Coped CL 3242355 from Robo Recall to Dev-Framework)

Change 3374779 on 2017/03/31 by Jeff.Farris

	Exposed SetAllPhysicsAngularVelocity to blueprints

	(Copied CL 3228390 from Robo Recall to Dev-Framework)

Change 3374792 on 2017/03/31 by Ben.Zeigler

	#jira UE-42618
	PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)

Change 3374844 on 2017/03/31 by Ben.Zeigler

	#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles

Change 3374925 on 2017/03/31 by Marc.Audy

	Don't throw warning about missing world context for inactive worlds.
	#jira UE-42679

Change 3374927 on 2017/03/31 by Michael.Noland

	Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects

Change 3374995 on 2017/03/31 by Michael.Noland

	Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
	- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
	- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
	- Now shows each function as a separate button, placed in the category associated with the function
	- The button strip entry is now searchable by function name or tooltip
	- Prevented operating on functions that have parameters or return values, which would crash before
	- Removed the duplicate copies of properties placed in the Blutility section
	- Added a scoped transaction around CallInEditor execution
	- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)

	Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components

	Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.

Change 3375005 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include
	#rnx

Change 3375015 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include (for real)
	#rnx

Change 3375045 on 2017/03/31 by Marc.Audy

	Only calculate the streaming levels prefix during seamless travel if it is a PIE world
	#jira UE-43485

Change 3375053 on 2017/03/31 by Ben.Zeigler

	#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen

Change 3375057 on 2017/03/31 by Ben.Zeigler

	#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player

Change 3375121 on 2017/03/31 by Michael.Noland

	Added missing include for FScopedTransaction
	#rnx

Change 3375222 on 2017/03/31 by mason.seay

	Submitting work done to TM-Gameplay.  Still WIP

Change 3375308 on 2017/03/31 by Michael.Noland

	Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor.  May consider allowing opt-in behavior when we revisit Blutilities

Change 3375321 on 2017/03/31 by Ben.Zeigler

	#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
	Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event

Change 3375372 on 2017/03/31 by Ben.Zeigler

	#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set

Change 3375380 on 2017/03/31 by Marc.Audy

	Modify IsMainAudioDevice to deal with the case where no audio device has been created.

Change 3375402 on 2017/03/31 by Marc.Audy

	Fix DuplicateWorldForPIE in the case that the OwningWorld is null.

Change 3376037 on 2017/04/02 by Phillip.Kavan

	#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.

	Change summary:
	- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
	- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
	- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
	- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
	- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.

Change 3376364 on 2017/04/03 by Richard.Hinckley

	UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.

Change 3376366 on 2017/04/03 by Richard.Hinckley

	UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.

Change 3376517 on 2017/04/03 by Marc.Audy

	PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
	#jira UE-41499

Change 3376708 on 2017/04/03 by Mike.Beach

	Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.

	Summary of changes:
	- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
	- corresponding manifest files get saved inside the module and named to match the platform
	- nativized modules now whitelisted only for the platform they were generated for
	- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
	- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).

Change 3376826 on 2017/04/03 by Phillip.Kavan

	#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.

	Change summary:
	- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
	- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
	- Switched 'NULL' to 'nullptr' in a few spots.

Change 3376831 on 2017/04/03 by Ben.Zeigler

	#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package

Change 3376846 on 2017/04/03 by Ben.Zeigler

	#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node

Change 3376850 on 2017/04/03 by Dan.Oconnor

	Use authoritative class to mitigate compilation order issues

Change 3376961 on 2017/04/03 by Ben.Zeigler

	#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
	Fix Box2d variable name in NoExportTypes

Change 3376985 on 2017/04/03 by Ben.Zeigler

	#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead

Change 3377009 on 2017/04/03 by Ben.Zeigler

	#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them

Change 3377054 on 2017/04/03 by Zak.Middleton

	#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.

	#jira UE-40344
	#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html

Change 3377061 on 2017/04/03 by Dan.Oconnor

	Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.

	Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.

Change 3377073 on 2017/04/03 by Mike.Beach

	CIS fix - proper initialization ordering.

Change 3377371 on 2017/04/03 by Ben.Zeigler

	#jira UE-43144 Disallow creating map of FText, like bool it is not hashable

Change 3377395 on 2017/04/03 by Dan.Oconnor

	Build fix - make order in source match initialization order in artifact

Change 3377417 on 2017/04/03 by Dan.Oconnor

	Speculative SA fix

Change 3377496 on 2017/04/03 by Aaron.McLeran

	#jira UE-43558 Cleaning up shutdown code with audio plugins.

Change 3377608 on 2017/04/03 by Zak.Middleton

	#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.

	#jira UE-38966

Change 3377880 on 2017/04/03 by Aaron.McLeran

	Audio bug fixes

	#jira UE-43600  Fixing sounds played by playsoundatlocation for audio volume calculations
	#jira UE-43601 Fixing listener volume interpolation
	#jida UE-43602 Fixing reverb/eq interpolation

Change 3377908 on 2017/04/03 by Phillip.Kavan

	#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.

	Change summary:
	- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
	- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.

Change 3377912 on 2017/04/03 by Dan.Oconnor

	Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath

Change 3377946 on 2017/04/03 by Ben.Zeigler

	#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
	Lower some error verbosity now that I believe I have tracked down the issue

Change 3377950 on 2017/04/03 by Michael.Noland

	Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
	(May still not work correctly, but it won't crash; full fix covered by UE-43603)
	#jira UE-22428

Change 3377981 on 2017/04/03 by Michael.Noland

	PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)

	#jira UE-43291
	#jira UE-43005

Change 3378039 on 2017/04/04 by Michael.Noland

	PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)

Change 3378041 on 2017/04/04 by Michael.Noland

	Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent

Change 3378081 on 2017/04/04 by Dan.Oconnor

	Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
	3x because of copy/paste

Change 3378094 on 2017/04/04 by Dan.Oconnor

	Add missing preload call for compilation manager

Change 3378917 on 2017/04/04 by Marc.Audy

	Fix static analysis (which is very dumb)

Change 3378986 on 2017/04/04 by Dan.Oconnor

	Fix bad merge

Change 3379100 on 2017/04/04 by Dan.Oconnor

	Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
	#jira UE-43629

Change 3379102 on 2017/04/04 by Ben.Zeigler

	Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
	Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over

Change 3379147 on 2017/04/04 by Zak.Middleton

	#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.

Change 3379254 on 2017/04/04 by Aaron.McLeran

	Fixing sounds in audio mixer when no EQ has been set.

Change 3379760 on 2017/04/04 by Ben.Zeigler

	#jira UE-43647 Don't delete failed async packages that are rooted

[CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
Matt Kuhlenschmidt
765a83175b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3379190)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3342222 on 2017/03/10 by Nick.Darnell

	UMG - Adding a GetContent to the UContentWidget.

Change 3342228 on 2017/03/10 by Nick.Darnell

	Project Launcher - Always consume mouse wheel vertically so it stops scrolling to the right.

Change 3342310 on 2017/03/10 by Nick.Darnell

	UMG - Cleaning up some extra class references.

Change 3343382 on 2017/03/13 by Jamie.Dale

	Applying optimization to FChunkManifestGenerator::ContainsMap

Change 3343523 on 2017/03/13 by Mike.Fricker

	New details view option:  "Show Hidden Properties while Playing"
	- Enabling this allows you to see every property on selected objects that belong to a simulating world, even non-visible and non-editable properties.  Very useful for inspection and debugging.
	- Remember to change World Outliner to show you actors in the "Play World" if you want to select and inspect those objects first!
	- This setting is saved for your entire project, similar to "Show All Advanced"

Change 3343573 on 2017/03/13 by Mike.Fricker

	New details view option:  "Show Hidden Properties while Playing" (part 2)
	- Fixed missing include / unity issue

Change 3343709 on 2017/03/13 by Jamie.Dale

	Some fixes for gathering cached dependency data

	- We no longer load dependency data that doesn't have the correct package name.
	- We no longer populate the dependency results when bGatherDependsData is false.

Change 3343900 on 2017/03/13 by Alexis.Matte

	fix crash when creating too much LOD at import
	#jira UE-42785

Change 3344104 on 2017/03/13 by Alexis.Matte

	Add a boolean to the static mesh socket so we know if the socket was imported or created in UE4. This allow us to not impact editor socket when we re-import a fbx
	#jira UE-42736

Change 3344802 on 2017/03/14 by Michael.Dupuis

	#jira UE-42244 : added missing nullptr so render thread wont try to access global var when we're no longer in landscape mode
	Changed the sync method between graphic resource from render thread and game thread to prevent desync

Change 3346061 on 2017/03/14 by Jamie.Dale

	Adding const& and && overloads of FText::Format

Change 3346192 on 2017/03/14 by Arciel.Rekman

	Linux: fix VHACD to retain bincompat with the baseline (UE-42895).

	- It is now compiled against libc++ instead of libstdc++ in the toolchain.

Change 3347083 on 2017/03/15 by Andrew.Rodham

	Fixed crash when changing anchors on a background blur widget

Change 3347359 on 2017/03/15 by Michael.Dupuis

	#jira UE-38193:
	Added Rename, Delete, New Folder, Size Map, Show In Explorer for folder and asset in the path view and asset view

Change 3347382 on 2017/03/15 by Michael.Dupuis

	missing include incremental

Change 3347500 on 2017/03/15 by Alex.Delesky

	#jira UE-41231 - Selecting multiple text widgets in UMG will now allow you to set their value correctly, and the "Multiple Values" text will no longer be set in the widgets instead.

Change 3347920 on 2017/03/15 by Jamie.Dale

	Fixing some places passing tooltips as FString rather than FText

	#jira UE-42603

Change 3347925 on 2017/03/15 by Jamie.Dale

	Re-saving some assets so their tooltips can be gathered

	#jira UE-42603

Change 3348788 on 2017/03/15 by Jamie.Dale

	Updated the Windows platform to use the newer Vista+ style browser dialogs, rather than the older XP style dialogs

Change 3349187 on 2017/03/16 by Andrew.Rodham

	Sequencer: Added the ability to specify additional event receivers for level sequence actors
	  - Such actors will receive events from event tracks

Change 3349194 on 2017/03/16 by Andrew.Rodham

	Sequencer: Reset compiled templates on load in the editor, and ensure correct serialization of generation ledger
	  - Resetting on load means that we guarantee up-to-date templates, even if underlying compilation logic changes.

	#jira UE-42198
	#jira UE-40969

Change 3349210 on 2017/03/16 by Andrew.Rodham

	Sequencer: Event tracks can now be defined to trigger events at the start of evaluation, after objects are spawned, or at the end of evaluation

Change 3349211 on 2017/03/16 by Andrew.Rodham

	Sequencer: Add ability to retrieve bound objects from blueprint

Change 3349398 on 2017/03/16 by Nick.Darnell

	UMG - Fixing a flashing hierarchy view.  Looks like assets continuing to stream in causing the object change notification to continue to fire, and the widget designer refreshed any time it happened.  Now limit to only if widgets are changing.

Change 3349420 on 2017/03/16 by Alex.Delesky

	#jira UE-40720 - Multiline editable text boxes can now be set to Read-Only.

Change 3349548 on 2017/03/16 by Alexis.Matte

	Fbx importer, when importing a staticmesh with combine mesh option check and the fbx file contain some "MultiSub Material" the materialinstance are now always hook properly.

Change 3349818 on 2017/03/16 by Cody.Albert

	Fixed constructor for FNavigationMetaData

Change 3350047 on 2017/03/16 by Cody.Albert

	Removed unneeded check so that children actors are never orphaned when their parent is moved into a newly created folder in the world outliner

Change 3350072 on 2017/03/16 by Arciel.Rekman

	ShaderCompiler: make sure strings are at least 4-byte aligned.

	- Can crash wcscpy() under Linux otherwise (reported by a licensee).

Change 3350146 on 2017/03/16 by Arciel.Rekman

	Fix CodeLite project generation (UE-42921).

	- Reportedly causes a crash in CodeLite 10.x

Change 3350235 on 2017/03/16 by Arciel.Rekman

	Fix memory leak in address symbolication on Linux.

	- Makes MallocProfiler work again.
	- Also add progress update in MallocProfiler since symbolication is still slow.

	Merging CL 3338764 from Fortnite to Dev-Editor.

Change 3350382 on 2017/03/16 by Arciel.Rekman

	Linux: fix incorrect cast of rlimit in i686.

Change 3350471 on 2017/03/16 by Jamie.Dale

	Enabling loc dashboard by default for new projects

Change 3350516 on 2017/03/16 by Jamie.Dale

	Enabling content hot-reloading by default

Change 3350582 on 2017/03/16 by Cody.Albert

	Corrected Widget Interaction Component to use current impact point instead of last impact point

Change 3350945 on 2017/03/16 by Jamie.Dale

	Gave FConfigFile::FindOrAddSection API linkage

Change 3351441 on 2017/03/17 by Michael.Dupuis

	#jira UE-42843: Fixed Transaction begin/end order issue happening with min slider passing max slider value
	Add support for multiple selection value display

Change 3351558 on 2017/03/17 by Michael.Dupuis

	#jira UE-42845: Always refresh the detail panel to properly update for selection change, delete, etc.

Change 3351657 on 2017/03/17 by Matt.Kuhlenschmidt

	Adding USD Third Party dependencies

Change 3351665 on 2017/03/17 by Matt.Kuhlenschmidt

	Added experimental USD Importer Plugin
	This plugin supports basic static mesh importing and scene creation of actors using static meshes

Change 3351682 on 2017/03/17 by Matt.Kuhlenschmidt

	Enabling USD importer in engine test project for automation tests

Change 3351749 on 2017/03/17 by Alexis.Matte

	Make sure the selection proxy is off for the skeletal mesh component. UE4 use the selection outline instead

	#jira UE-41677

Change 3351831 on 2017/03/17 by Michael.Dupuis

	#jira UETOOL-1102:
	Added HSV controls to Color Grading
	Some look improvement for RGV/HSV
	Color Grading refactor
	Group Reset bug fix (relevant only to color grading)

Change 3352041 on 2017/03/17 by Matt.Kuhlenschmidt

	Updated USD plugin whitelisting

Change 3352093 on 2017/03/17 by Michael.Dupuis

	when FREEZERENDERING is called, stop the foliage culling too

Change 3352211 on 2017/03/17 by Alexis.Matte

	Fix the physic asset missing skeleton warning
	#jira UE-43006

Change 3352336 on 2017/03/17 by Alexis.Matte

	We now allow a negative W value of the ScreenPoint vector in the ScreenToPixel function. In this case we simply reverse the W value to kept the manipulator direction on the good side.
	#jira UE-37458

Change 3352947 on 2017/03/17 by Phillip.Kavan

	#jira UE-42510 - Instanced static mesh transform edits are now reflected in the Blueprint editor's preview scene.

	Change summary:
	- Added IPropertyHandle::GetValueBaseAddress() (interface).
	- Modified IPropertyHandle::NotifyPostChange() to include EPropertyChangeType as an optional input.
	- Added FPropertyHandleBase::GetValueBaseAddress() (implementation).
	- Modified FPropertyHandleBase::NotifyPostChange() to include the optional input arg in the property change event.
	- Modified FPropertyHandleBase::CreatePropertyNameWidget() to clear the override text after temporarily replacing display name/tooltip text for the creation of the SPropertyNameWidget. This was done to allow for transactions to be named according to the property that's being modified.
	- Modified FMathStructProxyCustomization::OnValueCommitted() to only apply the input value while not interactively editing via spinbox as well as when not post-processing an undo/redo (which can trigger a focus loss).
	- Modified the FMathStructProxyCustomization::OnEndSliderMovement() delegate to include property handle and proxy value input parameters, as well as to call FlushValues() as part of the implementation.
	- Modified FlushValues() for each of FMatrixStructCustomization, FTransformStructCustomization and FQuatStructCustomization to explicitly handle both propagation and transaction processing.
	- Modified UInstancedStaticMeshComponent::UpdateInstanceTransform() to call Modify() prior to applying changes (so that the previous state is recorded when inside a transaction context).
	- Modified FInstanceStaticMeshSCSEditorCustomization::HandleViewportDrag() to propagate changes to all instances of the ISMC archetype.

	Known issues:
	- Using the spinbox to edit instanced mesh transform values in the Blueprint editor will not apply the change to instances in the level editor until after you release the mouse button (i.e. - it will not be shown as a "live" update).

Change 3353678 on 2017/03/20 by Michael.Dupuis

	properly unfreeze the culling of foliage when toggling the freezerendering command

Change 3353747 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3372: Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) (Contributed by SRombauts)

Change 3353749 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3373: Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) (Contributed by SRombauts)

Change 3353754 on 2017/03/20 by Matt.Kuhlenschmidt

	PR #3390: Allow OBJ imports to change if materials and textures are also imported (Contributed by mmdanggg2)

Change 3353909 on 2017/03/20 by Matt.Kuhlenschmidt

	Fixed actors showing thumbnails in details panel and made a few other tweeks to thumbnail displays in details panels
	- The color of the accepted type is now  shown properly
	- All object based properties now have thumbnails on by default.

Change 3353948 on 2017/03/20 by Nick.Darnell

	UMG - Updating the background blur widget's upgrade code to use the custom version, and handling older cases that were continuing to generate blur slots, even when already upgraded.

Change 3354335 on 2017/03/20 by Nick.Darnell

	Paragon - Excluding Archetype objects from reporting references, which causes crashes in the fast template mode.

Change 3354495 on 2017/03/20 by Nick.Darnell

	Core - Making it so order that outers are discovered does not matter, initializing the chain of outers if hasn't been created when instancing subobjects.

Change 3354578 on 2017/03/20 by Nick.Darnell

	Slate - There's now a console variable option, Slate.VerifyHitTestVisibility (off by default) which enables additional visibility checks for widgets.  Normally this isn't nessesary, but if you're changing the visibility of widgets during a frame, and several hit tests need to be performed that frame there's a chance that a button could be clicked twice in one frame.  Enabling this mode will make all hit testing more expensive, so for now it's off by default, but available for licensees that need the extra testing.

Change 3354737 on 2017/03/20 by Nick.Darnell

	Core - Adding a fix to Dev-Editor from that enables objects in the same package being requested to also be loaded.  This came about during async streaming callbacks alerting that a requested class was done loading, but there were still other assets in the package 'not loaded' but were available, just needed post load called on them.

Change 3355923 on 2017/03/21 by Yannick.Lange

	VR Editor: - Remove unnecessary cleanup functions.
	- Initialize with VR Mode and remove SetOwner function, since it shouldn't be possible to reset the VR Mode afterwards.

Change 3355959 on 2017/03/21 by Yannick.Lange

	VR Editor: - Rename VREditorWorldInteraction to VREditorPlacement, to avoid confusion with ViewportWorldInteraction. VREditorPlacement will only handle placing objects from content browser in the VR Mode.
	- Removed SnapSelectedActorsToGround to VREditorMode.

Change 3355965 on 2017/03/21 by Yannick.Lange

	VR Editor:  Forgot to add files to previous submit 3355959.

Change 3355977 on 2017/03/21 by Yannick.Lange

	VR Editor: Remove function to add a new extension with  TSubclassOf<UEditorWorldExtension>.

Change 3356017 on 2017/03/21 by Yannick.Lange

	VR Editor: - UI system check owner VRMode.
	- UI system fix check on VRMode on shutdown.

Change 3356028 on 2017/03/21 by Nick.Darnell

	Slate - SButton now correctly releases mouse capture even if it becomes disabled while pressed, but before 'click' has been fired.

	#jira UE-42777

Change 3356071 on 2017/03/21 by Yannick.Lange

	VR Editor: Copy of change 3353663.
	- Fix having to press once on the landscape to see the visuals for landscape editing.
	- Fix when sculpting/painting the position wouldn't update.
	- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
	- Cleanup FLandscapeToolInteractorPosition.

	- Change from 3353663: Use TStrokeClass::UseContinuousApply and TimeSinceLastInteractorMove to decide when to apply ToolStroke on tick.

Change 3356180 on 2017/03/21 by Michael.Dupuis

	Added ShowFlag Foliage Occlusion Bounds
	Fixed non initialized variable
	Expose changing Min Occlusion Bounds instead of assuming 6

	#rn none

Change 3356347 on 2017/03/21 by Nick.Darnell

	UMG - Introducing a faster CreateWidget.  When cooking, the widget compiler now generates a widget template/archetype that is stored in the same package as the generated blueprint class.  During compiling we generate a nearly fully initialized widget tree including all sub userwidgets and their trees, hookup all member variables, initialize named slots, setup any animations...etc.  This nearly fully constructed widget can be instanced using it as an archetype in the NewObject call, and does not have to use the correspondingly slow StaticDuplicateObject path.  There are restrictions on this method, part of the compiling step for widgets now inspects if the instancing would be successful, or if there would be GLEO references after instancing because a user forgot to setup Instanced on a subobject property.  Luckily that should be few and far between, all UVisuals (Widgets & Slots) are now DefaultToInstanced, which takes care of the overwhelming cases that demand the instanced flag.  Especially given the bulk of cases using BindWidget in native code.

	UMG - Removing a lot of deprecated functions from 4.8 on UUserWidget.

Change 3356357 on 2017/03/21 by Nick.Darnell

	Build - Fixing some IWYU issues on the incremental build.

Change 3356461 on 2017/03/21 by Nick.Darnell

	Build - Fixing linux build errors.

Change 3356468 on 2017/03/21 by Jamie.Dale

	STextPropertyEditableTextBox now handles empty texts correctly

Change 3356916 on 2017/03/21 by Matt.Kuhlenschmidt

	Fixed a crash when a material render proxy on a preview node is deleted when it is in flight on the render thread

	#jira UE-40556

Change 3357033 on 2017/03/21 by Alexis.Matte

	Fix crash when importing file with import commandlet
	Make sure path are combine properly to avoid crash
	Add some missing pointer check
	Make sure the asset are save when there is no source control
	#jira UE-42334

Change 3357176 on 2017/03/21 by Alex.Delesky

	#jira UE-42445 - TMaps now support editing the values of structs that act as map keys. TMaps with struct keys will now show the types of their elements in the details panel as well, and structs will now also display numbers next to set elements.

Change 3357197 on 2017/03/21 by Alex.Delesky

	#jira none - Fixing build issue for TMap key struct change.

Change 3357205 on 2017/03/21 by Michael.Dupuis

	Forgot to reset min granularity to 6 from testing

Change 3357340 on 2017/03/21 by Arciel.Rekman

	Mark FMallocAnsi (standard libc malloc) thread-safe on Linux.

Change 3357413 on 2017/03/21 by matt.kuhlenschmidt

	Added '/Game/Effects/Fort_Effects/Materials/Smoke/M_Main_Smoke_Puff.M_Main_Smoke_Puff' to collection 'MattKTest'

	Upgraded collection 'MattKTest' (was version 1, now version 2)

Change 3357505 on 2017/03/21 by Alexis.Matte

	Fix to avoid changing the CDO of FbxAssetImportData. The UI was saving the Config which was saving the CDO. But already serialized data will be reload badly if the CDO change since we serialize only the diff.

	#jira UE-42947

Change 3357825 on 2017/03/21 by Arciel.Rekman

	Clean up the large thread pool on exit.

	- Seems like the destruction was missed in the original CL 2785131 (12/1/15).
	- Fixes problems when threads were allocated in memory that is being cleaned up in another place on exit.

Change 3358086 on 2017/03/22 by Yannick.Lange

	VR Editor: - Fix gizmo scaling down when dragging the world.
	- Fix gizmo scaling down when dragging rotation handle.

Change 3358175 on 2017/03/22 by Andrew.Rodham

	Sequencer: Made ALevelSequenceActor::AdditionalEventReceivers advanced display

Change 3358367 on 2017/03/22 by tim.gautier

	Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters

Change 3358457 on 2017/03/22 by Yannick.Lange

	VR Editor: Deleting unused UI assets.

Change 3358801 on 2017/03/22 by Matt.Kuhlenschmidt

	Guard against crash if the level editor is shut down when the object system has already been shut down

	#jira UE-35605

Change 3358897 on 2017/03/22 by matt.barnes

	Checking in WIP test content for UEQATC-1635 (UMG Navigation)

Change 3358976 on 2017/03/22 by Alex.Delesky

	#jira none - Fixing an issue where ItemPropertyNode could potentially dereference a null property

Change 3358987 on 2017/03/22 by Yannick.Lange

	VR Editor: Fix warning: Can't find file for asset '/Engine/VREditor/UI/VRButtonBackground' while loading ../../../Engine/Content/VREditor/Devices/Vive/VivePreControllerMaterial.uasset.

Change 3359067 on 2017/03/22 by Yannick.Lange

	VR Editor: Fix Radial Menu remains on controller after exiting VR Preview
	#jira UE-42885

Change 3359179 on 2017/03/22 by Matt.Kuhlenschmidt

	Fixed "Multiple Values" in Body Setup when single bone has multiple bodies

	#jira UE-41546

Change 3359626 on 2017/03/22 by Arciel.Rekman

	Linux: pool OS allocations.

	- Add a TMemoryPool and TMemoryPoolArray classes that can be used with any type of OS allocator functions.
	- Add ability to bypass CachedOSPageAllocator for given sizes. Also, corrected the condition on AllocImpl to match one on FreeImpl.
	- Switch Linux to pool mmap()/munmap() by default (helps 32-bit Linux and also speeds up 64-bit one), except 64-bit servers.
	- Add a test to TestPAL to check performance and thread safety.
	- Misc. fixes.

Change 3359989 on 2017/03/23 by Andrew.Rodham

	Sequencer: Binding overrides improvements
	  - Added the ability to override spawnable bindings
	  - Added the ability to override bindings in sub sequences
	  - Deprecated "Get Sequence Bindings" node in favor of "Get Sequence Binding", which is more robust, and provides a better UI/UX for selecting single bindings

	#jira UE-42470

Change 3360369 on 2017/03/23 by Alexis.Matte

	Fix the staticmesh conversion from UE4 4.13 to earlier UE4 versions
	#jira UE-42731

Change 3360556 on 2017/03/23 by Andrew.Rodham

	Sequencer: Added drag/drop support for binding overrides
	  - You can now drag and drop sequencer object binding nodes into blueprint graphs (to create 'Get Sequence Binding' nodes), and onto binding overrides specified on level sequence actors.

Change 3360618 on 2017/03/23 by Arciel.Rekman

	Make Binned2 work on Mac.

	- Game/server will use Binned2 by default.

Change 3360838 on 2017/03/23 by Nick.Darnell

	CommonUI - Making the SingleMaterialStyleMID property transient.  It had been serialized mistakenly onto several widgets when it appears the intent is to dynamically allocate it upon demand.

Change 3360841 on 2017/03/23 by Nick.Darnell

	UMG - Updating the editor to use DuplicateAndInitializeFromWidgetTree, so that Initialize is properly called when duplicating sub widget trees.

Change 3362561 on 2017/03/24 by Matt.Kuhlenschmidt

	Fixed text outlines being cropped at large sizes

	#jira UE-42647

Change 3362565 on 2017/03/24 by Matt.Kuhlenschmidt

	Added automation test for font outlines

Change 3362567 on 2017/03/24 by Matt.Kuhlenschmidt

	Resaved this file to fix 0 engine version warnings

Change 3362582 on 2017/03/24 by Yannick.Lange

	VR Editor: - Fix log warnings when teleporting.
	- Fix undo/redo when using teleport scaling.
	- Improved teleport scaling and push/pull input.
	#jira UE-43214

Change 3362631 on 2017/03/24 by Jamie.Dale

	Split the monolithic culture concept in UE4

	UE4 has historically only supported the concept of a single monolithic "culture" that applied to both text localization and internationalization, as well as all asset localization. Typically the "culture" was set to the "locale" of the OS, however that could be undesirable or incorrect on platforms (such as newer versions of Windows) that have a distinct concept of "language" (for localization) and "locale" (for internationalization).

	This change splits the concept of "culture" into "language" and "locale", and also adds the concept of "asset groups". The language is now used to work out which localization we should use, and the locale is used to control how numbers/dates/times/etc are formatted within our internationalization library.

	Asset groups expand on the language used by asset localization and allow you to create a group of asset classes that can be assigned a different culture than the main game language. A typical use-case of this would be creating an "audio" group that could, for example, be set to Japanese while the rest of the game runs in English.

	If your game doesn't care about the distinction between language and locale, and doesn't need to use asset groups, then you're able to continue to use "culture" as you always have. If, however, you do care about those things, then you'll likely want to avoid using the "culture" directly (as it's now a very aggressive setting that overrides all others), and instead favor using language/locale (games will typically treat these as the same) and asset groups as separate concepts (both in settings, and in your in-game UI).

	The language or locale for a game can be controlled by settings within the "Internationalization" section of your configs (this would typically be set in your GameUserSettings config, in the same way that "culture" works), eg)

	  [Internationalization]
	  language=fr
	  locale=fr

	The asset groups for a game can be controlled by settings within the "Internationalization.AssetGroupClasses" and "Internationalization.AssetGroupCultures" sections of your configs (the asset group class definition would typically be set in your DefaultGame config, and the cultures the groups use would typically be set in your GameUserSettings config), eg)

	  [Internationalization.AssetGroupClasses]
	  +Audio=SoundWave
	  +Audio=DialogueWave

	  [Internationalization.AssetGroupCultures]
	  +Audio=ja

	#jira UE-38418
	#jira UE-43014

Change 3362798 on 2017/03/24 by Nick.Darnell

	UMG - Putting the finishing touches on the hardware cursor system.  Can now load them from blueprints, and there are options for setting them up in the project settings.

	UMG - Deprecating the old properties for software widget cursors.  They've been moved into a map that can handle any of the mouse cursors as the enum key, which was always the intent/desire but maps couldn't be used as UProperties then.

Change 3362805 on 2017/03/24 by Jamie.Dale

	PR #3397: Allow empty source to override display string (Contributed by jorgenpt)

Change 3363039 on 2017/03/24 by Jamie.Dale

	Use the pre-scaled font height where possible to avoid an extra multiply

Change 3363188 on 2017/03/24 by Joe.Graf

	Added support for -iterate for content plugins that require path remapping during cook/packaging

	#CodeReview: matt.kuhlenschmidt
	#rb: matt.kuhlenschmidt

Change 3363355 on 2017/03/24 by Nick.Darnell

	UMG - Removing the CookAdditionalFiles function in UserInterfaceSettings.

Change 3363672 on 2017/03/24 by Matt.Kuhlenschmidt

	Material thumbnails now respect used particle system sprites flag and show a quad insead of a sphere by default. For this change I added the ability to have per asset type override for the default thumbnail shape and I added a way to reset thumbnails to default.  All existinging particle system materials that have not had a custom thumbnail will have to be reloaded and resaved for this to work

	#jira UE-42410

Change 3363699 on 2017/03/24 by Mike.Fricker

	VR Editor: Improved extensibility (for mesh editor)
	- This was merged from CL 3352612 and re-opened for edit before commit
	- All mesh editor changes were stripped before merging

Change 3363784 on 2017/03/24 by Matt.Barnes

	Adding content for tests following UEQATC-3548

Change 3363872 on 2017/03/24 by Arciel.Rekman

	Linux: require user to setup clang/clang++ for building hlslcc.

	- Earlier we tried to handle most common scenarios since libhlslcc needed to be built during the setup. Now that we supply a prebuilt version we don't need to be as user friendly, especially given that the attempts to second guess the compiler started to look complicated.

Change 3364089 on 2017/03/24 by Matt.Kuhlenschmidt

	Fix CIS

Change 3364381 on 2017/03/24 by JeanMichel.Dignard

	UV Packing optim
	- Use horizontal segments instead of checking texel by texel to fit source chart in layout.
	- Skip a couple of rasterize by flipping either the X texels or the Y texels when possible.
	- Keep the best chart raster so that we don't need to reraster when adding the chart to the layout.
	- Added a lightmap UV version in StaticMesh so that we don't invalidate the lighting cache. Only use the new lightmap UV generation when going through UStaticMesh::Build which invalidates the lighting.

Change 3364587 on 2017/03/24 by Arciel.Rekman

	Fix ordered comparison warning from clang 4.0.

Change 3364596 on 2017/03/24 by Arciel.Rekman

	Linux: fix editor being stuck (hack).

	- Rebuilt hlslcc in Debug.

Change 3364863 on 2017/03/25 by Max.Chen

	Sequencer: Fixed crash when deactivating a section in sequencer

	#jira UE-39880

Change 3364864 on 2017/03/25 by Max.Chen

	Sequencer: Integrating fix from licensee to ensure FVirtualTrackArea::HitTestSection checks the row of the section

Change 3364865 on 2017/03/25 by Max.Chen

	Cine Camera: Default post process depth of field method to CircleDOF and use that setting in UpdateCameraLens.

	#jira UE-40621

Change 3364866 on 2017/03/25 by Max.Chen

	GitHub #3183: Conversion to base class is inaccessible.

Change 3364869 on 2017/03/25 by Max.Chen

	Sequencer: Changed the time snapping interval in the toolbar ui so that it no longer additionally updates the sequencer setting. The setting is only used to initialize the time snapping interval of the level sequence. Added translate keys with ctrl and left-right arrows.

	#jira UE-41009
	#jira UE-41210

Change 3364870 on 2017/03/25 by Max.Chen

	Sequencer: Added translate keys with ctrl and left-right arrows.

	#jira UE-41210

Change 3364871 on 2017/03/25 by Max.Chen

	Sequencer: Add level sequence actor customization to open sequencer from the details panel. For matinee parity.

	#jira UE-41459

Change 3364879 on 2017/03/25 by Max.Chen

	Sequencer: Duplicate shot should put the duplicate on the next available row, keeping the start/end times the same.

	#jira UE-41289

Change 3364880 on 2017/03/25 by Max.Chen

	Sequencer: Opening the API for MovieSceneAudio-related classes along with some minor functionality additions:
	- Adding _API specifiers to MovieSceneAudioTrack, MovieSceneAudioSection, and FAudioTrackEditor so they can be subclassed in other modules.
	- Made GetSoundDuration function in MovieSceneAudioTrack.cpp a member function so it's functionaliy could be reused by subclasses.
	- Adding ability to specify delegates for OnQueueSubtitles, OnAudioFinished, and OnAudioPlaybackPercent in a MovieSceneAudioSection, and have them automatically assigned to any AudioComponents that are played by the MovieSceneAudioTemplate

Change 3364884 on 2017/03/25 by Max.Chen

	Sequencer fbx import
	- Removed the PostRotation compensation as it was setuped for 3ds max.
	- On import, add a rotation to camera and light animation keys like we do on export.
	- Merge the component local transform with the ActorNode transform when exporting only one component that isn't the root component in fbx since we're not creating child nodes in that case.

	#jira UE-34692

Change 3364885 on 2017/03/25 by Max.Chen

	Sequence Recorder: Fix crash when clearing properties to record.

	#jira UE-41873

Change 3364886 on 2017/03/25 by Max.Chen

	Sequencer: Add error when attempting to add a circularly dependent level sequence

	#jira UE-22358

Change 3364890 on 2017/03/26 by Max.Chen

	Sequencer: Added ability to specify a 'notify' function to property instance bindings
	  - When specified, the (parameterless) function will be called after a property is set

Change 3364891 on 2017/03/26 by Max.Chen

	Sequencer: Various fixes to thumbnails
	  - Fixed alpha blending being used when presenting the full screen quad for thumbnails

Change 3364892 on 2017/03/26 by Max.Chen

	Sequencer: PreRoll and PostRoll is now exposed at the section level, for all sections
	  - For the majority of sections this will be unimplemented, but it will allow for some tracks to set up their data ahead of time

Change 3364896 on 2017/03/26 by Max.Chen

	Sequencer: Add segment flags to equality operator for movie scene evaluation segments
	  - This prevents them from being accumulated into adjacent segments of the same index and forced time, but differing flags

Change 3364897 on 2017/03/26 by Max.Chen

	Sequencer: Fixed "Evaluate in preroll" and "Evaluate in Postroll" options
	  - Pre and postroll flags now come through on compiled segments, so the previous manual logic for sub sections is obsolete; we can just use the compiled segment data directly.

Change 3364898 on 2017/03/26 by Max.Chen

	Sequencer: Moved track options to be accessible on all nodes, and operate on all selected tracks

Change 3364902 on 2017/03/26 by Max.Chen

	Sequencer: Ensure evaluation flags are considered when compiling segments from external sequences
	  - This ensures that preroll regions in sub sequences are correctly evaluated when their parent section has preroll
	  - Changed high pass blending to always allow preroll

Change 3364903 on 2017/03/26 by Max.Chen

	Engine: Moved proxy mesh transform update out of camera view computation code
	  - GetCameraView can happen as part of end of frame updates, which will assert if any changes of transform happen during its processing

Change 3364908 on 2017/03/26 by Max.Chen

	Sequencer: Added visualization of pre and postroll on sections

Change 3364909 on 2017/03/26 by Max.Chen

	Sequencer: Prevent MovieSceneCompiler from removing preroll segments

Change 3364910 on 2017/03/26 by Max.Chen

	Sequencer: MediaPlayer PreRoll/PostRoll fix
	- Handle PreRoll/PostRoll on sub scenes that have a start offset

Change 3364922 on 2017/03/26 by Max.Chen

	Sequencer: Add check for valid property before dereferencing.

	#jira UE-40951

Change 3364923 on 2017/03/26 by Max.Chen

	Sequencer: Fix MovieScene preroll so that it seeks to the start correct frame before the preroll.

Change 3364924 on 2017/03/26 by Max.Chen

	Sequencer - change default behavior for pre/post roll evaluation
	- MovieSceneTracks are NOT evaluated by default

Change 3364925 on 2017/03/26 by Max.Chen

	Sequencer: Shot track rows now consider pre and post roll when being compiled

Change 3364926 on 2017/03/26 by Max.Chen

	Sequencer: Added the ability to define shared execution tokens, identifyable with a unique identifier, and sortable based on a sort order (<=0: before standard tokens, >0: after other tokens)

Change 3364927 on 2017/03/26 by Max.Chen

	Sequencer: Added the ability to selectively restore state for specific anim type IDs for a given object
	  - This allows us to specifically restore one particular type of animation for a given object (ie, transform, skeletal animation control, or motion blur)

Change 3364928 on 2017/03/26 by Max.Chen

	Sequencer: Fixed sub-sub tracks not being present in master sequences
	  - In order to correctly handle preroll in inner-inner sequences, we need to have access to those tracks when compiling intermediate sub sections. By caching off all the inner templates, we can have access to these tracks to check whether they want to be evaluated in pre/post roll in the master sequence

Change 3364937 on 2017/03/26 by Max.Chen

	Sequencer: Update cine camera component debug focus plane on tick, rather than in GetCameraView

	#jira UE-41332

Change 3364938 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash inserting a level sequence with an invalid shot.

	#jira UE-41481

Change 3364940 on 2017/03/26 by Max.Chen

	Sequencer: Made handling of pre and post roll more consistent between explicit section pre/post roll and pre/post roll inherited from an outer sub section

Change 3364942 on 2017/03/26 by Max.Chen

	Movie Scene Capture: Move EDL generation to setup instead of close to ensure it gets written out when capturing as a separate process.

	#jira UE-41703

Change 3364943 on 2017/03/26 by Max.Chen

	Sequencer: Prevent capturing movies in editor while a PIE session is running

	#jira UE-41399

Change 3364944 on 2017/03/26 by Max.Chen

	CIS fixes

Change 3364951 on 2017/03/26 by Max.Chen

	Sequencer: Fix autokey not setting a keyframe for slate color with specified color.

	#jira UE-41645

Change 3364952 on 2017/03/26 by Max.Chen

	Sequencer: Level sequence frame snapshots now take account of fixed-frame interval offsets, and overlapping shot sections on the same row

	#jira UE-41684

Change 3364953 on 2017/03/26 by Max.Chen

	Sequencer: Fix edl so that it doesn't write out when a shot is out of range. Also fixed not writing the EDL with the correct frame rate when exporting from the track. Reworked the cmx EDL so that its encoded in the same edit time space, including a blank slug at the beginning of the edit.

	#jira UE-41925

Change 3364954 on 2017/03/26 by Max.Chen

	Sequencer - Allow animating parameters on cascade effect components which aren't owned by an AEmitter.

Change 3364955 on 2017/03/26 by Max.Chen

	Sequencer: Fixed sequencer anim instance not being used in the case where one was requested, but a different anim instance was already set

	This fixes an issue when rendering in seaprate process, animations that were set up to use the sequencer instance would be controlled using montage animation instead.

Change 3364963 on 2017/03/26 by Max.Chen

	Sequencer: Fix filtering to include child nodes.

	#jira UE-42068

Change 3364964 on 2017/03/26 by Max.Chen

	Sequencer: Enable UseCustomStartFrame and UseCustomEndFrame when rendering a single shot from the menu.

	#jira UE-42021

Change 3364965 on 2017/03/26 by Max.Chen

	Sequencer: Set the fade color in the track display

Change 3364966 on 2017/03/26 by Max.Chen

	Sequencer: Show actor attached to label in attach section.

Change 3364967 on 2017/03/26 by Max.Chen

	Sequencer: Fix static analysis warnings

Change 3364968 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash on converting to spawnable.

	The previous implementation purported to allow null objects to set up spawnable defaults but it actually needed to compare the spawned object to the supported type.  This new mechanism now allows the spawner to indicate that it accepts null objects and doesn't crash.

	#jira UE-42069

Change 3364969 on 2017/03/26 by Max.Chen

	Sequencer: Fixed crash caused by holding onto stale properties through a raw ptr

	#jira UE-42072

Change 3364977 on 2017/03/26 by Max.Chen

	Sequencer: Convert FLinearColor to FColor for fade.

	#jira UE-41990

Change 3364978 on 2017/03/26 by Max.Chen

	Sequencer: Limit GetAllSections to the sections that actually correspond to the track

	#jira UE-42167

Change 3364979 on 2017/03/26 by Max.Chen

	Sequencer: Filter root nodes too

	#jira UE-42068

Change 3364980 on 2017/03/26 by Max.Chen

	Sequencer: Filter relevant material parameters

	#jira UE-40712

Change 3364982 on 2017/03/26 by Max.Chen

	Sequencer: Remove audio range bounds which clamps to the section bounds (needed for evaluating in pre and post roll)

Change 3364983 on 2017/03/26 by Max.Chen

	Sequencer: Add socket name to attach track section.

Change 3364984 on 2017/03/26 by Max.Chen

	Sequencer: Fix sub track node deletion so that all the sub tracks aren't deleted, only the row being requested.

	#jira UE-40955

Change 3364988 on 2017/03/26 by Max.Chen

	Sequencer: Invalidate expired objects when blueprints are compiled. Fix actor references now handles sections that need to have their guids updated (ie. attach tracks).

Change 3364994 on 2017/03/26 by Max.Chen

	Sequencer: Audio waveforms now show peak samples with smoothed RMS in the center
	  - Audio row heights are now also resizable by dragging on the bottom end of the track lane in the track area view

Change 3364995 on 2017/03/26 by Max.Chen

	UMG: Fix crash on undo

	#jira UE-42210

Change 3365000 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash from GetCurrentValue.

Change 3365001 on 2017/03/26 by Max.Chen

	Sequencer: Split "Snap to the Dragged Key" option into two options, pressed key and dragged key.

	#jira UE-42382

Change 3365002 on 2017/03/26 by Max.Chen

	Sequencer: Downgraded check to ensure for FMovieSceneEvalTemplateBase::GetScriptStructImpl()

Change 3365003 on 2017/03/26 by Max.Chen

	Sequencer: Fixed section template script struct
	  - Because the cpp is not parsed by UHT, the empty template had its parent struct, rather than its own
	  - We now just return null, and handle empty segments correctly in the segment remapper as part of the track compilation

Change 3365013 on 2017/03/26 by Max.Chen

	Sequencer: Added data validation on compiled template loads, and extra guards against misuse of movie scene types

Change 3365014 on 2017/03/26 by Max.Chen

	Sequencer: Sequencer now re-evaluates when starting PIE or Simulate
	  - This can be disabled by disabling "Bind Sequencer to PIE" and "Bind Sequencer to Simulate" in PIE advanced settings

Change 3365015 on 2017/03/26 by Max.Chen

	Sequencer: Fix edl files so that they don't write out empty range shots

Change 3365017 on 2017/03/26 by Max.Chen

	Sequencer: Set max tick rate when in game.

	#jira UE-41078

Change 3365018 on 2017/03/26 by Max.Chen

	Sequencer: When finishing a scrub, playback status is now correctly set to stopped rather than stepping
	  - This fixes a hack that was previously in place from the old PostTickRenderFixup that caused it to run that step after scrubbing bad finished. This is no longer necessary, and actually breaks clicking to set the scrub position, as it now means that we step across the entire range between the previous and current time.

Change 3365022 on 2017/03/26 by Max.Chen

	Sequencer: Insert shot now creates a shot at the current time and puts it on the next available row.

	#jira UE-41480, UE-27699

Change 3365023 on 2017/03/26 by Max.Chen

	Sequencer: Add loop selection range. If there is no selection range, loop mode is restricted to loop or no loop.

	#jira UE-42285

Change 3365029 on 2017/03/26 by Max.Chen

	Sequencer: Add hotkeys to set the selection range to the next and previous shot (page up, page down). Also, added hotkey to set the playback range to all the shots (end)

Change 3365030 on 2017/03/26 by Max.Chen

	Sequencer: Fix particle system restore state so that it gets the proper initial active state of the particle system.

	#jira UE-42861, UE-42859

Change 3365031 on 2017/03/26 by Max.Chen

	Sequencer: Snap time when changing time snapping intervals.

	#jira UE-42590

Change 3365032 on 2017/03/26 by Max.Chen

	Sequencer: Add When Finished state to sections. By default, sections now restore state.

	#jira UE-41991, UE-31569

Change 3365033 on 2017/03/26 by Max.Chen

	#jira UE-42028 "DialogueWave playback calls OnQueueSubtitles multiple times"

	Only queue subtitles once per wave instance playback

Change 3365041 on 2017/03/26 by Max.Chen

	Sequencer: Subscene hierarchical bias

	Tracks can now be prioritized based on their subscene hierarhical bias value. Higher bias values take precedence.

	#jira UE-42078

Change 3365042 on 2017/03/26 by Max.Chen

	Sequencer: Generic paste menu for master (root) tracks.

Change 3365043 on 2017/03/26 by Max.Chen

	Sequencer: Hierarchical bias for level visibility track

	#jira UE-43024

Change 3365044 on 2017/03/26 by Max.Chen

	Sequencer: Prevent throttling on editing keys/sections.

Change 3365045 on 2017/03/26 by Max.Chen

	Sequencer: Set sequencer audio components bIsUISound to false so that they don't continue playing when the game is paused.

	#jira UE-39391

Change 3365046 on 2017/03/26 by Max.Chen

	Sequencer: Add missing BindLevelEditorCommands()

Change 3365049 on 2017/03/26 by Max.Chen

	Sequencer: Set tick prerequites for spawnables when they are spawned.

	#jira UE-43009

Change 3365050 on 2017/03/26 by Max.Chen

	Sequencer: Jump to Start and End of playback shortcuts.

	Rewind renamed to Jump to Start. Shortcut - up arrow.
	Jump to End Shortcut - ctrl up arrow.

	#jira UE-43224

Change 3365051 on 2017/03/26 by Max.Chen

	Sequencer: Add last range to playback

Change 3365057 on 2017/03/26 by Max.Chen

	Sequencer: Fix master sequence subscene generation times.

Change 3365058 on 2017/03/26 by Max.Chen

	Sequencer: Fix paste so that it doesn't paste both onto object nodes and master tracks.

Change 3365059 on 2017/03/26 by Max.Chen

	Sequencer: Fix crash pasting audio track.

Change 3365060 on 2017/03/26 by Max.Chen

	Sequencer: Cache player fade state so that restore state will return the values to the pre animated state.

	#jira UE-43313

Change 3365061 on 2017/03/26 by Max.Chen

	Sequencer: Filter hidden functions. This fixes a bug where the field of view property for a cinematic camera appears to be animatable. It should be hidden just like it is in the property editor.

	#jira UE-41461

Change 3365065 on 2017/03/26 by Max.Chen

	Sequencer: Support component hierarchies when drawing animation paths

	#jira UE-39500

Change 3365066 on 2017/03/26 by Max.Chen

	Sequencer: Refine pause behaviour in sequencer to always evaluate the next frame
	  - This ensures that we get a full frame's worth of evaluation so that the paused frame is of a good quality (and avoids us evaluating a tiny range)

Change 3365075 on 2017/03/26 by Max.Chen

	Sequencer: Fix add shot not setting next row.

Change 3365076 on 2017/03/26 by Max.Chen

	Sequencer: Export MovieSceneTrackEditor

	#jira UE-41641

Change 3365472 on 2017/03/27 by Yannick.Lange

	VR Editor landscape. Back out changelist 3356071 with new proper fixes.
	CL 3356071 introduced another bug and it wasn't correct because of removing FLandscapeToolInteractorPosition. This changelist fixes the same and additional bugs for VREditor Landscape mode.
	- Fix when sculpting/painting the position wouldn't update.
	- Fix inverted action for brushes while holding down shift or modifier on motioncontroller.
	- Fix VREditor Landscape Texture Painting does not paint continuously
	- Fix having to press once on the landscape to see the visuals for landscape editing.
	- Removed Interactor parameter from BeginTool.
	#jira UE-42780, UE-42779

Change 3365497 on 2017/03/27 by Matt.Kuhlenschmidt

	Fix texture importing when an FBX file incorrectly reports absolute path as relative.  First we try absolute, then we try fbx reported relative, then we try relative to parent FBX file.

Change 3365498 on 2017/03/27 by Matt.Kuhlenschmidt

	Fix attempting to load a package in FBX scene import when the import path is empty. This greatly reduces FBX scene import time

Change 3365504 on 2017/03/27 by Yannick.Lange

	VR Editor landscape fix ensure in when starting to paint/sculpt. Mousemove on tool should only be called when the tool is actually active, not when hovering.

Change 3365551 on 2017/03/27 by Matt.Kuhlenschmidt

	PR #3425: Added Scrollbar customization to SComboBox (Contributed by Altrue)

	#jira UE-43338

Change 3365580 on 2017/03/27 by Matt.Kuhlenschmidt

	PR #3409: Add support for per-Category filtering in Output Log (Contributed by thagberg)

Change 3365672 on 2017/03/27 by Andrew.Rodham

	Sequencer: Preanimated state producers can now produce null tokens
	  - Doing so implies no preanimated state should be saved

Change 3365791 on 2017/03/27 by Andrew.Rodham

	Sequencer: Added Material Parameter Collection track

Change 3365806 on 2017/03/27 by Max.Chen

	Sequencer: Add option to instance sub sequences.

	#jira UE-43307

Change 3365822 on 2017/03/27 by Matt.Kuhlenschmidt

	Subdue the output log font color a bit

Change 3365846 on 2017/03/27 by Jamie.Dale

	Added package redirection on load/find

Change 3365852 on 2017/03/27 by Jamie.Dale

	Adding a way to mark a package as no longer missing

Change 3365896 on 2017/03/27 by Jamie.Dale

	Adding GlobalNotification to Slate

	This is the guts of the GlobalEditorNotification, so it can be used by code that doesn't link to UnrealEd.

Change 3365900 on 2017/03/27 by Jamie.Dale

	Prevent the default cooked sandbox from trying to read non-cooked assets

Change 3366550 on 2017/03/27 by Max.Chen

	Sequencer: Fix case

Change 3367301 on 2017/03/28 by Andrew.Rodham

	Tests: Added test actor with a variety of properties for testing purposes

Change 3367303 on 2017/03/28 by Andrew.Rodham

	Tests: Enabled ActorSequenceEditor plugin in EngineTest project

Change 3367304 on 2017/03/28 by Andrew.Rodham

	Tests: Added several functional testing maps for sequencer
	  - SequencerTest_Properties - tests animating various property types
	  - SequencerTest_Events - tests basic event triggering functionality (including additional event receivers and event ordering)
	  - SequencerTest_BindingOverrides - tests overriding possessable and spawnable bindings, along with bindings in sub sequences
	  - SequencerTest_ActorSequence - tests basic actor sequence functionality

Change 3367465 on 2017/03/28 by Max.Chen

	Sequencer: Set Bind Sequencer to PIE off by default, Bind Sequencer to Simulate remains on by default.

Change 3367515 on 2017/03/28 by Matt.Kuhlenschmidt

	Guard against visual studio accessor crash

	#jira UE-43368

Change 3368118 on 2017/03/28 by Alexis.Matte

	Fix the staticmesh conversion from 4.13. There was a error in the LOD loop we where not remapping the LOD 0.
	#jira UE-42731

Change 3368485 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - Updated SVN Binaries for MacOSX 64-bit:
	- Subversion 1.9.4 -> 1.9.5
	- OpenSSL 1.0.2h -> 1.0.2k
	- BerkeleyDB 5.3.15 -> 6.2.23
	- Java 8u101 -> 8u121
	- Sqlite 3.13.0 -> 3.17.0
	- Serf 1.3.8 -> 1.3.9
	- Swig 3.0.10 -> 3.0.12
	- ZLib 1.2.9 -> 1.2.11

Change 3368495 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - Updated SVN Binaries for Windows 64-bit:
	- Subversion 1.9.4 -> 1.9.5
	- OpenSSL 1.0.2h -> 1.0.2k
	- BerkeleyDB 5.3.15 -> 6.2.23
	- Java 8u101 -> 8u121
	- Sqlite 3.13.0 -> 3.17.0
	- Serf 1.3.8 -> 1.3.9
	- Swig 3.0.10 -> 3.0.12
	- ZLib 1.2.9 -> 1.2.11

Change 3368501 on 2017/03/28 by Alex.Delesky

	#jira UE-42207 - SVN Build instructions for Windows and Mac 64-bit libraries, and license files for Mac libraries

Change 3368782 on 2017/03/28 by Nick.Darnell

	UMG - Improving some logging for fast widget creation.

Change 3368826 on 2017/03/28 by Nick.Darnell

	Slate - Slate Application now maintains seperate tracking for each pointer being utilized for drag drop, so now multiple fingers on multiple widgets can now simultaneously be attempting a drag, however once one of them becomes successful, we clear all state of all other tracking since only one Drag Drop operation is possible at a time.

	Slate - bFoldTick is now removed from the codebase, we haven't supported the other (non-folded) code path for awhile, so there was no point in maintaining the switch.

	Slate - Users have noticed issues where the cursor does not appear when changing visibility (through toggling the way the cursor appears).  This was rooted in how the OS requested cursor changes, WM_SETCURSOR on Windows only asks for new cursors when the mouse moves, but often cursors change just because mouse capture changes.  So now the path has been centralized in Slate Tick to only handle the cursor changes in one place, and several places that need to refresh the cursor state, now set a flag to handle it on next tick.

	#jira UE-40486

Change 3368917 on 2017/03/28 by Arciel.Rekman

	Linux: allow building with clang 4.0.

Change 3369074 on 2017/03/28 by Nick.Darnell

	UMG - Fixing some spelling on the hardware cursor tip.

	UMG - Changed some checks to ensure now that users can input the wrong data from the editor.  Adding some clamping to the editor interface so that users are not tempted to enter incorrect hotspot ranges for their cursors.

	#jira UE-43419
	#jira UE-43425

Change 3369137 on 2017/03/28 by Max.Chen

	Sequencer: Add given master track sets the outer to the movie scene.

Change 3369360 on 2017/03/29 by Andrew.Rodham

	Sequencer: Reconciled 3349194 and 3365041 with animphys merge

Change 3369410 on 2017/03/29 by Alexis.Matte

	Fix the select filename in the FileDialog "Desktop window platform"
	#jira UE-43319

Change 3369475 on 2017/03/29 by Nick.Darnell

	PR #3413: UE-37710: Proper scaling of WebBrowserViewport (Contributed by projectgheist)

	Modified - you can't use the clip rect to decide on how large you should be.

	#jira UE-37710

Change 3369775 on 2017/03/29 by Max.Chen

	ControlRig: Fix crash on exit.

	#jira UE-43411

Change 3370466 on 2017/03/29 by Nick.Darnell

	AsyncLoading - Adding USoundBase to the set of CDOs that have a particular fixed boot order.

	StreamableManager - Only showing the duplicate load error in debug builds, it's not a real error.

	#jira UE-43409

Change 3370570 on 2017/03/29 by Nick.Darnell

	Slate - Fixing a bug with ZOrder being discarded on the SOverlay Slot.

	#jira UE-43431

Change 3370644 on 2017/03/29 by Andrew.Rodham

	Temporarily disabling sequencer functional test "Event Position"

Change 3370713 on 2017/03/29 by Nick.Darnell

	PR #3399: UE-42831: Anchor text ignores scale (Contributed by projectgheist)

	#jira UE-43156
	#jira UE-42831

Change 3371243 on 2017/03/30 by Arciel.Rekman

	Linux: scale OS allocation pool to match memory size.

	- Number of distinct VMAs (contiguous virtual memory areas, i.e. mappings done via mmap()) is rather low (~64k)
	  and we can run out of VMAs earlier than we will run into available memory. Larger pool makes this less likely.

Change 3371262 on 2017/03/30 by Arciel.Rekman

	Linux: fix custom present.

	- PR #3383 contributed by yaakuro.

Change 3371301 on 2017/03/30 by Arciel.Rekman

	Linux: fix copying to a non-existent directory during Setup.

Change 3371307 on 2017/03/30 by Andrew.Rodham

	Editor: Added "Resave All" functionality to content browser folders

Change 3371364 on 2017/03/30 by Andrew.Rodham

	Sequencer: Level streaming improvements
	  - Tick prerequisites are now set up when any object binding is resolved, not at the start of the sequence. This unifies code between spawnables and possessables, and allows tick prerequisites to still be set up when levels are streamed in
	  - Actor references are no longer resolved when a PIEInstance is specified on the package, and it cannot be fixed up to a different ptr than the original. This stops us resolving actors from one world into another.
	  - Fixed level visibility request getting cleared when the cumulative total was 0 (it should only do this if there are no requests left)

	#jira UE-43225

Change 3371365 on 2017/03/30 by Andrew.Rodham

	Tests: Sequencer level streaming tests

Change 3371493 on 2017/03/30 by Nick.Darnell

	PR #3408: UE-19980: Added FCanExecuteAction to prevent keyboard shortcut. (Contributed by projectgheist)

Change 3371524 on 2017/03/30 by Nick.Darnell

	PR #2938: Minor UMG code fixups (Contributed by projectgheist), accepted most of the changes.

Change 3371545 on 2017/03/30 by Nick.Darnell

	UMG - Fixing some minor issues with WidgetComponents not properly limiting input depending on what is supported with reguard to hardware input.

Change 3371576 on 2017/03/30 by Matt.Kuhlenschmidt

	PR #3433: Fix for the Standalone D3D Slate Shader using the wrong value for the. (Contributed by megasjay)

Change 3371590 on 2017/03/30 by Nick.Darnell

	UMG - Fixing widget alignment in the viewport when using the widget component with screen space, with an aspect ratio lock on the player's camera.  The widgets should now show up in the right locations.

Change 3371625 on 2017/03/30 by Alexis.Matte

	Fix the merge tool material id assignment
	#jira UE-43246

Change 3371666 on 2017/03/30 by Nick.Darnell

	UMG - Reducing logging, don't need to tell everyone all the time we're using the fast widget path.

Change 3371687 on 2017/03/30 by Arciel.Rekman

	Linux: switch to new managed filehandles.

Change 3371778 on 2017/03/30 by Matt.Kuhlenschmidt

	Fixed the animation to play property on skeletal meshes being too small to read anything

	#jira UE-43327

Change 3372709 on 2017/03/30 by Matt.Kuhlenschmidt

	Made slate loading widget / movie play back more thread safe by eliminating Slate applicaiton or the main window from being ticked directly on another thread.  We now have a separate virtual window for ticking and painting the loading screen widgets in isolation

Change 3372757 on 2017/03/30 by Nick.Darnell

	Paragon - Fixing cases where people were using PostLoad() where really it should have done when the widget was constructed or created.  This is a side effect of the FastWidget creation path 'PostLoad()' is not called on newly constructed widgets, though it did before because part of duplicating the WidgetTree, required serialization, which would have called it.

Change 3372777 on 2017/03/30 by Nick.Darnell

	Fixing fast widget template cooking so that it does the same logic as Initialize did, centralizing the code to find the first widgetblueprintclass.

Change 3372949 on 2017/03/30 by Nick.Darnell

	UMG - Fixing some cooking crashes for the super class.

Change 3373139 on 2017/03/30 by Jeff.Farris

	Added TimingPolicy option to WidgetComponent, so widgets can optionally tick in game time rather than real time.

	(Copy of CL 3279699 from Robo Recall to Dev-Editor)

Change 3373235 on 2017/03/30 by Nick.Darnell

	Fixing a cooking issue, accidentally removed code that was properly loading some needed assets.

Change 3373266 on 2017/03/30 by Matt.Kuhlenschmidt

	Made GetMoviePlayer thread safe.  Simply accessing GetMoviePlayer is safe now as is checking IsLoadingFinished.  However, most of the functions on movie player are only safe from the game thread!

Change 3374026 on 2017/03/31 by Andrew.Rodham

	Sequencer: Moved evaluation group registration to IMovieSceneModule

	#jira UE-43420

Change 3374060 on 2017/03/31 by Yannick.Lange

	VR Editor: Collision on motion controllers in simulate.

Change 3374185 on 2017/03/31 by Nick.Darnell

	Attempting to fix the build.

Change 3374232 on 2017/03/31 by Max.Chen

	Sequencer: Fix audio not playing in editor

	#jira UE-43514

Change 3374322 on 2017/03/31 by Nick.Darnell

	UMG - SafeZone widget now has comments, and useful tips.  Using the debugging console commands now trigger the broadcast that will cause controls like the SSafeZone widget to resample the display metrics to learn the new safezone ratio.

Change 3374424 on 2017/03/31 by Max.Chen

	Updated test content so that the door animation is now set to "Keep State" for the When Finished property.

	#jira UE-43519

Change 3374447 on 2017/03/31 by Max.Chen

	Sequencer: Notify streaming system prior to camera cuts

	By default, this does nothing. Users will need to enable the preroll section of camera cuts for the streaming system to activate prior to cutting to cameras.

	#jira UE-42406

Change 3374571 on 2017/03/31 by Andrew.Rodham

	Sequencer: Unified global and object-bound pre animated state, added InitializeObjectForAnimation method to state producers

Change 3374578 on 2017/03/31 by Andrew.Rodham

	Sequencer: Added unit tests for pre-animated state

Change 3374592 on 2017/03/31 by Max.Chen

	Color Customization: Set curve color names.

	#jira UE-43405

Change 3374596 on 2017/03/31 by Andrew.Rodham

	Corrected documentation comment

Change 3374671 on 2017/03/31 by Matt.Kuhlenschmidt

	Fix movie scene audio track not compiling outside of editor

Change 3374689 on 2017/03/31 by Matt.Kuhlenschmidt

	Remove the slate thread masquerading as the game thread in IsInGameThread

Change 3374730 on 2017/03/31 by Max.Chen

	Sequencer: Add check for null loaded level.

Change 3374732 on 2017/03/31 by Max.Chen

	Sequencer: Remove null tracks on postload.

Change 3374737 on 2017/03/31 by tim.gautier

	- Updated UMG_Optimization: Adjusted Variable names to resolve compile errors due to Widget Components and Variables sharing names (cannot be done with new compile improvements)

	- Set Level Blueprint for TM-UMG back to AllPalettes

Change 3374987 on 2017/03/31 by Nick.Darnell

	UMG - Introducing a way to inform the widgets more information about the designer.  There's now a DesignerChanged event sent to all design time widgets letting them know things like the current screen size and DPI scale.

	UMG - The SafeZone widget will now show the correct safe zone amount if you use the safezone command line options, which are now documented in the comment for the USafeZone class.

Change 3375599 on 2017/03/31 by Max.Chen

	Cine Camera: Update camera debug plane when property changes, rather rely soley on tick. This fixes a bug where sliding the value on the details panel doesn't update the debug plane in the viewport simultaneously.

	#jira UE-43543

Change 3375601 on 2017/03/31 by Arciel.Rekman

	Linux: switch to v9 cross-toolchain.

Change 3375856 on 2017/04/01 by Andrew.Rodham

	Sequencer: Fixed 'formal parameter with requested alignment of 16 won't be aligned'

Change 3375870 on 2017/04/01 by Andrew.Rodham

	Sequencer: Fixed explicit template instantiation ocurring before the complete definition of type's members
	  - This resulted such members not being instantiated (and hence exported) when compiled with clang

Change 3376114 on 2017/04/02 by Arciel.Rekman

	Linux: make source code accessor aware of clang 3.9 and 4.0.

Change 3376138 on 2017/04/02 by Arciel.Rekman

	Linux: add clang to fedora deps (UE-42123).

	- PR #3273 submitted by cpyarger.

Change 3376159 on 2017/04/02 by Arciel.Rekman

	Linux: some support for building on Debian Sid or Stretch (UE-35841).

	- Basd on PR #2790 by haimat.

Change 3376163 on 2017/04/02 by Arciel.Rekman

	Linux: install latest clang on Arch (UE-42341).

	- This undoes PR #1905.
	- PR #2897 by SiebenCorgie.
	- PR #3302 by awesomeness872.
	- PR #3341 by patrickelectric.

Change 3376167 on 2017/04/02 by Arciel.Rekman

	Add FreeBSD mem info (courtesy support for the out of tree build) (UE-42994).

	- PR #3378 by mdcasey.

Change 3376168 on 2017/04/02 by Arciel.Rekman

	Linux: fixed VHACD Makefile on a case sensitive fs (UE-42905).

	- PR #3381 by slonopotamus.

Change 3376177 on 2017/04/02 by Arciel.Rekman

	SlateDlg: case-insensitive comparison of filter extensions (UE-39477).

	- PR #3019 by aknarts.

Change 3376178 on 2017/04/02 by Arciel.Rekman

	WebRTC: only x86_64 version exists for Linux.

Change 3376245 on 2017/04/03 by Andrew.Rodham

	Sequencer: Re-enabled event order test

Change 3376339 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix crash during loading movie playback on DX12 due to not ever cleaning up old resources

	#jira UE-27026

Change 3376481 on 2017/04/03 by Alex.Delesky

	#jira UE-43495 - TMaps will now support customized key properties correctly.

Change 3376741 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix crash flushing font cache when loading a movie.  This is no longer save on the slate movie thread

	#jira UE-43567

Change 3376763 on 2017/04/03 by Shaun.Kime

	Material Reroute nodes do not work for Texture Object Parameters as they return a base output type. Modified logic to now support this node type.
	#jira UE-43521

Change 3376836 on 2017/04/03 by Jamie.Dale

	Fixed text format history being clobbered by reference collection

	#jira UE-37513

Change 3376852 on 2017/04/03 by Nick.Darnell

	Paragon - Found a case where a user had marked a BindWidget property as Transient which prevents serializing the property binding now for widget fast mode.

	#jira UE-43564

Change 3377207 on 2017/04/03 by Jamie.Dale

	Desktop platform directory pickers are expected to return absolute paths

	File pickers return relative paths though, and we should make this consistent at some point.

	#jira UE-43588

Change 3377214 on 2017/04/03 by Matt.Kuhlenschmidt

	Fix movie player shutdown crash in non-editor builds

	#jira UE-43577

Change 3377299 on 2017/04/03 by Michael.Dupuis

	#jira UE-43586 : properties should be non transactional
	#jira UE-43559

Change 3378333 on 2017/04/04 by Michael.Dupuis

	#jira UE-43585
	#jira UE-43586
	Revert back to purple color

Change 3378633 on 2017/04/04 by Matt.Kuhlenschmidt

	Resaved this asset to avoid zero engine version warnings

Change 3378958 on 2017/04/04 by Nick.Darnell

	Automation - Fixing the race condition to finish compiling shaders on screenshots for UI.

[CL 3379345 by Matt Kuhlenschmidt in Main branch]
2017-04-04 15:35:21 -04:00
Nick Darnell
924baec97b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt

	GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object

Change 3281111 on 2017/02/01 by Michael.Dupuis

	#jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window

Change 3281225 on 2017/02/01 by Jamie.Dale

	Several improvements to culture switching and LocRes files

	 - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files.
	 - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found.
	 - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base.
	 - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture.
	 - "-culture=leet" now works correctly on the command line ("-leet" also works).
	 - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager.
	 - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs.

Change 3281291 on 2017/02/01 by Alexis.Matte

	Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh
	#jira UE-39639

Change 3281718 on 2017/02/01 by Michael.Dupuis

	#jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid

Change 3281861 on 2017/02/01 by Alexis.Matte

	Fix import of morph target when there is no animation
	#jira UE-41383

Change 3282791 on 2017/02/02 by Chris.Wood

	Split crash analytics methods to fix comment parsing issues.
	[UE-32787] - Document Crash Report Client analytics events in code

Change 3283316 on 2017/02/02 by Alexis.Matte

	Make sure we do not import more then the maximum allowed node
	#jira UE-41405

Change 3283349 on 2017/02/02 by Jamie.Dale

	Updated Portal to stage its .locnat files

Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt

	Fix component/actor selection becoming out of sync after undo/redo

	#jira UE-41416

Change 3284061 on 2017/02/02 by Alexis.Matte

	Fix the scene importer front x axis import
	#jira UE-41318

Change 3284280 on 2017/02/02 by Alex.Delesky

	#jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log

Change 3285053 on 2017/02/03 by Michael.Dupuis

	#jira UE-33777: Handle the global landscape editor ui command  list so specified shortcut will be treated

Change 3285444 on 2017/02/03 by Jamie.Dale

	Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale

	These are typically still Latin, but Middle Eastern languages have some variants.

	This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals).

Change 3287422 on 2017/02/06 by Michael.Dupuis

	#jira UE-36580: Improved the whole word algo to take into consideration localisation

Change 3287455 on 2017/02/06 by Alexis.Matte

	When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it.
	#jira UE-41397

Change 3287745 on 2017/02/06 by Alexis.Matte

	Merge from orion dev-general cl:3286668
	Fix a crash when importing a LOD containing different material with less sections

Change 3287996 on 2017/02/06 by Michael.Dupuis

	#jira UE-37290: fixed naming to be "move to level" instead of "move level"

Change 3288090 on 2017/02/06 by Jamie.Dale

	Fixing missing include breaking the FText natvis

Change 3288105 on 2017/02/06 by Jamie.Dale

	FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros

Change 3288150 on 2017/02/06 by Jamie.Dale

	Fixing display names for tutorial categories so that they can be localized

	They were already FText, but the config wasn't defining them in a localizable way.

	#jira UE-37926

Change 3288469 on 2017/02/06 by Alex.Delesky

	#jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets.

	This also introduces the Subtitles module.

Change 3288540 on 2017/02/06 by Alex.Delesky

	Backing out changelist 3288469 due to build issue with module includes

	#jira none

Change 3289074 on 2017/02/06 by Alex.Delesky

	Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files

	#jira UE-35464

Change 3289753 on 2017/02/07 by Michael.Dupuis

	#jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID

Change 3290097 on 2017/02/07 by Nick.Darnell

	Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets.  There is now only one log, and all entries go into it to provide some context when things fail.  Continued working on the styling of the reports.

Change 3290182 on 2017/02/07 by Michael.Trepka

	Added missing initialization for SWindow::bIsMirrorWindow

Change 3290472 on 2017/02/07 by Michael.Dupuis

	#jira UE-37358: Add reference list in the dialog for all delete type

Change 3290513 on 2017/02/07 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3290543 on 2017/02/07 by Michael.Dupuis

	#jira UE-35931: Refresh detail panel on selection lost

Change 3290581 on 2017/02/07 by Michael.Dupuis

	Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor)

Change 3290721 on 2017/02/07 by Michael.Dupuis

	#jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function

Change 3291958 on 2017/02/08 by Alexis.Matte

	Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp

Change 3292017 on 2017/02/08 by Alexis.Matte

	Add some fbx automation tests to validate material re-import

Change 3292030 on 2017/02/08 by Michael.Dupuis

	#jira UE-37958: was testing the trailing number 0 twice and never testing the 1

Change 3293062 on 2017/02/08 by Jamie.Dale

	Reduced the number of allocations that happen when rebuilding text

	This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.

	These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild.

	Changes:
	 - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.
	 - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage.
	 - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation.
	 - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation.
	 - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy).
	 - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous.
	 - General update from using MakeShareable to MakeShared (saving 1 allocation).
	 - General clean-up of L10N/I18N class friendship.

	#jira UE-41533

Change 3293292 on 2017/02/08 by Alex.Delesky

	Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds.

Change 3293477 on 2017/02/08 by Jamie.Dale

	Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays

	#jira UE-41007

Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data.

Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt

	Fix details panel categories in the static mesh editor

Change 3294216 on 2017/02/09 by Michael.Dupuis

	#jira UE-40609: manually position the window based on it'S max possible size
	#3128 GitHub

Change 3294430 on 2017/02/09 by Jamie.Dale

	Kerning-only text shaping no longer draws characters to get their metrics

	It now goes via the low-level FT caches like HarfBuzz does.

Change 3294588 on 2017/02/09 by Alexis.Matte

	If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup

Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3295093 on 2017/02/09 by Arciel.Rekman

	Linux: fix Setup.sh not working in paths with space (UE-41819).

Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt

	Fix material UV's no longer working om 9 slice elements

Change 3295816 on 2017/02/09 by Arciel.Rekman

	Linux: fix starting programs from a path with space.

Change 3296129 on 2017/02/09 by Arciel.Rekman

	Linux i686: changes necessary to compile BlankProgram.

	- Added new architecture to UBT.
	- Fixed system headers.
	- Added third party libs for i686:
	  - jemalloc
	  - elftoolchain
	  - zlib
	  - SDL2
	  - libc++

Change 3296564 on 2017/02/10 by Jamie.Dale

	Cleaned up PO comment preservation

Change 3296694 on 2017/02/10 by Jamie.Dale

	AllocateNameEntry now takes TCharType* rather than void* and cast

Change 3296744 on 2017/02/10 by Jamie.Dale

	Moved the PO DOM from UnrealEd to Internationalization

Change 3297250 on 2017/02/10 by Jamie.Dale

	Split the PO import/export pipeline out of the commandlet

Change 3297420 on 2017/02/10 by Alexis.Matte

	Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor.
	#jira UE-38985

Change 3297594 on 2017/02/10 by Alexis.Matte

	When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one.

Change 3297752 on 2017/02/10 by Arciel.Rekman

	i686 support: more third party libs.

	- libcurl
	- OpenSSL
	- libpng
	- libvorbis
	- libogg
	- libopus

Change 3297754 on 2017/02/10 by Arciel.Rekman

	i686 support: PhysX

Change 3297922 on 2017/02/10 by Alexis.Matte

	When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename.

Change 3298330 on 2017/02/10 by Arciel.Rekman

	i686: missing libcurl.

Change 3298620 on 2017/02/11 by Jamie.Dale

	FLocTextHelper improvements

	- It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths).
	- The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters).

Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist)

Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt

	PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts)

Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt

	Fix material instances being marked dirty when opening

	#jira UE-41721, UE-41719

Change 3299441 on 2017/02/13 by Nick.Darnell

	PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi)

Change 3299567 on 2017/02/13 by Nick.Darnell

	Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed.

	#jira UE-41904

Change 3299870 on 2017/02/13 by Jamie.Dale

	Added cycle counters for font rendering/shaping

Change 3300116 on 2017/02/13 by Michael.Dupuis

	#jira UE-41866: Update cache when performing an undo

Change 3300178 on 2017/02/13 by Alexis.Matte

	Fix a crash when re-importing a LOD with more sections then the base LOD

Change 3300191 on 2017/02/13 by Alexis.Matte

	Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh.

Change 3300351 on 2017/02/13 by Alexis.Matte

	Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI
	#jira UE-39639

Change 3302138 on 2017/02/14 by Nick.Darnell

	Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them.

Change 3302139 on 2017/02/14 by Nick.Darnell

	UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree.  This fixes several issues with edit-inline objects on UWidgets.

Change 3302281 on 2017/02/14 by Nick.Darnell

	Slate - Bringing over changes to the invalidation panel from one of the game streams.  This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases.

Change 3302415 on 2017/02/14 by Nick.Darnell

	Disabling the open asset editor test.

Change 3302976 on 2017/02/14 by Nick.Darnell

	Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package.  AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously.  Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine.  TODO.

Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt

	Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up.  Thumbnails are now shown by default.  Use meta=(DisplayThumbnail=false) to remove

	#jira UE-41958

Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav)

Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi)

Change 3303823 on 2017/02/15 by Nick.Darnell

	Automation - Continued improvements on screenshots.  Added some fixes to turn off the tonemapper when visualizing buffers.  Fixed several screenshots due to this change.  Adding lightboxes to the reports.  Adding some styling to make things sweeter.

Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build error

Change 3303982 on 2017/02/15 by Nick.Darnell

	Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow.

Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt

	Fix build attempt #2 (not reproducible locally)

Change 3304393 on 2017/02/15 by Matt.Barnes

	Submitting test content for UEQATC-3548

Change 3304517 on 2017/02/15 by Nick.Darnell

	Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms.  Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both.

Change 3304560 on 2017/02/15 by Nick.Darnell

	UMG - SA fix.

Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt

	PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist)

Change 3305360 on 2017/02/15 by Arciel.Rekman

	Linux: fix crash on exit (UE-41907).

	- It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit().

Change 3306023 on 2017/02/16 by Nick.Darnell

	Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints.

Change 3306030 on 2017/02/16 by Nick.Darnell

	Slate - Making some additional fixes to invalidation panels from a game branch.  Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way).

Change 3306031 on 2017/02/16 by Nick.Darnell

	Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint.

Change 3306046 on 2017/02/16 by Nick.Darnell

	UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode.

Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt

	Fix crash if blurs are rotated

	#jira UE-42037

Change 3309114 on 2017/02/17 by Jamie.Dale

	Unifying non-shaped text to use the same atlas cache as shaped text

Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt

	Outline color on text elements is now inherited properly

	#jira UE-40691

Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt

	Guard against rendering MIDs with potentially no parent in slate.

	#jira UE-42047

Change 3311531 on 2017/02/20 by Michael.Dupuis

	#jira UETOOL-1100:
	Add the possibility to have dynamic min/max slider value
	Synchonize all Color vector together when changing the min/max slider value

Change 3311534 on 2017/02/20 by Michael.Dupuis

	incremental build fix

Change 3311535 on 2017/02/20 by Michael.Dupuis

	incremental build fix take 2...

Change 3311743 on 2017/02/20 by Michael.Dupuis

	buildfix lunix incremental

Change 3312496 on 2017/02/20 by Arciel.Rekman

	Linux: fix PhysX crash in i686.

	- Changed layout to one that works.

Change 3313127 on 2017/02/20 by Jamie.Dale

	Fixed crash when performing a non-async cooked package save

	It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed.

Change 3313990 on 2017/02/21 by Nick.Darnell

	Automation - Added a summary area at the top of the report.

Change 3314034 on 2017/02/21 by Jamie.Dale

	Fixed crash when deleting a streamed font

Change 3314942 on 2017/02/21 by Nick.Darnell

	Automation - More templating styling work.

Change 3315080 on 2017/02/21 by Nick.Darnell

	Automation - Providing a way for users to remove explict events from the event log when automated tests run.  Needed for other systems linked into the automation system like google mock.

Change 3315452 on 2017/02/21 by Nick.Darnell

	Json - Adding support for Map and Set properties to the JsonObjectConverter.  Can now save out map and sets.  No support for loading them yet.

Change 3315614 on 2017/02/21 by Nick.Darnell

	Json - Adding support for loading sets and map json data.

Change 3315924 on 2017/02/21 by Arciel.Rekman

	Vulkan: edigrating various Linux fixes by Josh.

	- This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself).

	Original descriptions:

	CL 3313445
	- Various Vulkan fixes:
	  - Compiles in Linux
	  - Many cubemap bugs squashed
	  - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
	  - Added compute fences

	CL 3314152
	- Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested.

Change 3316741 on 2017/02/22 by Jamie.Dale

	Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names

	#jira UE-42253

Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3317058 on 2017/02/22 by Alexis.Matte

	Fix the scene importer to support correctly the obj file format
	#jira UE-35606

Change 3318039 on 2017/02/22 by Arciel.Rekman

	i686 support: added missing libwebsockets.

Change 3318095 on 2017/02/22 by Arciel.Rekman

	i686 support: Oodle.

Change 3319002 on 2017/02/23 by Michael.Dupuis

	#jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape

Change 3319012 on 2017/02/23 by Alexis.Matte

	PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans)
	#jira UE-40039

Change 3319035 on 2017/02/23 by Nick.Darnell

	UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi.

	#jira UE-42170

Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts)

	#jira UE-42129

Change 3319072 on 2017/02/23 by Michael.Dupuis

	#jira UETOOL-1101: Add support for DetailGroup reset to default
	Right now it's only enable for the color grading

Change 3319077 on 2017/02/23 by Nick.Darnell

	Automation - Moving away from most of the templating being done in C++.  Moving to dust.js to just do it in the browser window.  The json report file is now the actual source of the information we use to template the resulting report html.  Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server.  Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days.

	PhysX - Fixing a problem with Physx FillInlinePxShapeArray.  Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component.

Change 3319088 on 2017/02/23 by Nick.Darnell

	PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist)

	#jira UE-41914

Change 3319104 on 2017/02/23 by Michael.Dupuis

	fix incremental build

Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt

	PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts)

	#jira UE-42272

Change 3319252 on 2017/02/23 by Michael.Dupuis

	fix warning with missing #undef LOCTEXT_NAMESPACE

Change 3319298 on 2017/02/23 by Alex.Delesky

	Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules)

Change 3319388 on 2017/02/23 by Alexis.Matte

	Fbx Importer now find collision model under fbx LOD Group
	#jira UE-42141

Change 3319528 on 2017/02/23 by Michael.Dupuis

	Fixed Undo/Redo to be consistent with other vector modifcation behavior

Change 3319583 on 2017/02/23 by Alexis.Matte

	Fix the sample rate to use the least common multiplier of all keys
	#jira UE-42012

Change 3319705 on 2017/02/23 by Nick.Darnell

	Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'.

Change 3319711 on 2017/02/23 by Nick.Darnell

	Editor - Adding some checks to make sure the struct we're accessing is still a valid handle.

	#jira UE-42262

Change 3319736 on 2017/02/23 by Alex.Delesky

	Adding Subtitles and SubtitlesEditor to the JunkManifest file.

Change 3319919 on 2017/02/23 by Nick.Darnell

	Automation - Fixing an issue with moving a location that doesn't exist.

Change 3319932 on 2017/02/23 by Alexis.Matte

	Fbx importer, do not apply more then one time the transform option to the scene node.
	#jira UE-42277

Change 3320105 on 2017/02/23 by Nick.Darnell

	Editor - Adding some additional checks to the margin customization.

	#jira UE-42262

Change 3321577 on 2017/02/24 by Jamie.Dale

	Moving Internationalization module from Runtime to Developer

Change 3321625 on 2017/02/24 by Jamie.Dale

	Moving InternationalizationSettings module from Developer to Editor

Change 3321642 on 2017/02/24 by Jamie.Dale

	Moving SCulturePicker from the Localization module to the InternationalizationSettings module

Change 3321734 on 2017/02/24 by Alexis.Matte

	PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi)
	We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow.

	#jira UE-39050

Change 3321912 on 2017/02/24 by Jamie.Dale

	Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies

Change 3322274 on 2017/02/24 by Jamie.Dale

	Moving Localization module from Editor to Developer, and merging the Internationalization module into it

	Removed hard-dependency between Engine and Localization/Internationalization via an interface.

Change 3322774 on 2017/02/25 by Jamie.Dale

	Unifying LocRes and LocNat file format between generation and loading

	This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly.

	#tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before.

Change 3322795 on 2017/02/25 by Jamie.Dale

	Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file

	The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets.

	Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another.

Change 3322853 on 2017/02/25 by Jamie.Dale

	Moved the conflict and word count reporting to FLocTextHelper

Change 3323089 on 2017/02/26 by Jamie.Dale

	Added functions to get the target name and path from FLocTextHelper

Change 3323391 on 2017/02/27 by Ben.Cosh

	This fixes an issue with blueprint config variables having their value destroyed by CDO serialization
	#Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization
	#Proj Engine, CoreUObject

Change 3323406 on 2017/02/27 by Ben.Cosh

	Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation.
	#jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph
	#Proj BlueprintGraph

Change 3323572 on 2017/02/27 by Nick.Darnell

	Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from.

	Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map.  Also improved the way we focus the actor so that the level editor is also brought to the foreground.

	Automation - Fixing a bug in how the automation system was registering for capturing logging.  It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working.  Suddenly a flood of informations started being captured during tests.  For now - only going to capture 'Display' logs instead of 'Log' level.

	Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test.

	Automation - The screenshot comparison test now prints more information even during successful comparisons.

	Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model.  This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited.  The message log now checks if the selection would actually change the viewstate before it does it.

	Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future.

Change 3323580 on 2017/02/27 by Michael.Trepka

	Fixed some Xcode 8.3 compile errors

Change 3323634 on 2017/02/27 by Nick.Darnell

	Build - Fix incremental build.

Change 3323740 on 2017/02/27 by Jamie.Dale

	Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing

Change 3323865 on 2017/02/27 by Nick.Darnell

	Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped.

Change 3324228 on 2017/02/27 by Jamie.Dale

	Can no longer name assets or folders with a leading underscore

	#jira UE-40541

Change 3324429 on 2017/02/27 by Jamie.Dale

	Removing FLocTextTargetPaths

	It was added to support something that I'm now going to do a different way.

Change 3324473 on 2017/02/27 by Jamie.Dale

	Moved the GatherText SCC utils into the Localization module

Change 3324481 on 2017/02/27 by Jamie.Dale

	Moving the localized asset utils out of GatherText base

Change 3324485 on 2017/02/27 by Jamie.Dale

	Cleaning up some includes now that the localization SCC is no longer in GatherText

Change 3324910 on 2017/02/28 by Nick.Darnell

	Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect.

Change 3325329 on 2017/02/28 by Michael.Dupuis

	#jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them
	Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed

Change 3325410 on 2017/02/28 by Michael.Dupuis

	missing include for incremental build

Change 3325415 on 2017/02/28 by Nick.Darnell

	UMG - Adding some setters and getters for RedrawTime to the WidgetComponent.

Change 3325418 on 2017/02/28 by Nick.Darnell

	Automation  - Fixing the warnings on startup about smoke tests taking longer than 2s.  Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup.

Change 3325698 on 2017/02/28 by Alexis.Matte

	Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch

Change 3325790 on 2017/02/28 by Michael.Trepka

	Copy of CL 3319588

	Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer

Change 3326118 on 2017/02/28 by Alexis.Matte

	Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer
	#jira UE-41291

Change 3326183 on 2017/02/28 by Alexis.Matte

	PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy)

	#jira UE-42301

Change 3326196 on 2017/02/28 by Jamie.Dale

	Force the correct package localization ID when duplicating a BP for nativization

Change 3327037 on 2017/03/01 by Michael.Dupuis

	fixed fortnite mac non editor build

Change 3327483 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327486 on 2017/03/01 by Jamie.Dale

	Renaming LocNat to LocMeta

Change 3327541 on 2017/03/01 by Michael.Trepka

	Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac

Change 3328000 on 2017/03/01 by Nick.Darnell

	Automation - Noisy rendering features are now disabled by default when taking screenshots.

Change 3328323 on 2017/03/01 by Michael.Trepka

	Copy of CL 3307526

	Fixed mouse position issues in fullscreen mode on Mac

Change 3328410 on 2017/03/01 by Alexis.Matte

	Remove unwanted option when importing skeletal mesh
	Make the FBX tests uptodate with the new ImportUI options

	#jira UE-41291

Change 3329586 on 2017/03/02 by Jamie.Dale

	Adding missing includes when running with bUseMallocProfiler enabled

Change 3329999 on 2017/03/02 by Nick.Darnell

	UMG - Removing a deprecated 4.8 function to get the label on UWidget.

Change 3330004 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the dependencies of UMGEditor module.

Change 3330021 on 2017/03/02 by Nick.Darnell

	UMG - Adding TargetPlatform to the private include path of the UMG module.

Change 3330041 on 2017/03/02 by Nick.Darnell

	Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is.

Change 3330048 on 2017/03/02 by Nick.Darnell

	Editor - Don't allow querying the cursor in the editor viewport while saving packages.  Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring.

Change 3330602 on 2017/03/02 by mason.seay

	Map for Functional Screenshot Test Bug

Change 3330632 on 2017/03/02 by Alexis.Matte

	Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index

Change 3330862 on 2017/03/02 by Jamie.Dale

	Adding FPaths::SetExtension

	This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one.

Change 3331491 on 2017/03/03 by Nick.Darnell

	Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran.

Change 3331498 on 2017/03/03 by Nick.Darnell

	Build - Fixing a build warning.

Change 3331807 on 2017/03/03 by Nick.Darnell

	Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers.  Adding a better way of rolling back the changes.

Change 3331999 on 2017/03/03 by Michael.Trepka

	Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp

Change 3332481 on 2017/03/03 by Arciel.Rekman

	Fix building lighting in commandlet (UE-42551).

	- Process task graph while running as commandlet.
	- Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out.

Change 3332606 on 2017/03/04 by Jamie.Dale

	Fixing crash reporting loc word counts when the report is starting empty

Change 3332614 on 2017/03/04 by Jamie.Dale

	Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives

Change 3332619 on 2017/03/04 by Jamie.Dale

	Fixing CIS error

Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist)

	#jira UE-42284

Change 3333039 on 2017/03/06 by Alexis.Matte

	Make custom ui for FbxSceneImportData object
	#jira UE-37896

Change 3333047 on 2017/03/06 by Nick.Darnell

	UMG - Removing an extra assignment in WidgetSwitcher.

Change 3333056 on 2017/03/06 by Alexis.Matte

	Build fix

Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt

	Added more logging for when window creation fails due to too many windows.

	#jira UE-42478

Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts)

	#jira UE-42535

Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt

	PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki)

	#jira UE-42407, UE-42565

Change 3333142 on 2017/03/06 by Jamie.Dale

	Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer

Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt

	Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control.  The button now opens a web page on click.

	#jira UE-42461
	PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus)

Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt

	Remove double middle mouse click to change to perspective view

	#jira UE-42444

Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt

	Fixed excessive fname initialization in these files

Change 3334063 on 2017/03/06 by Alexis.Matte

	fix build linux

Change 3334166 on 2017/03/06 by Jamie.Dale

	Adding Data Table export/import support for TMap and TSet

	#jira UE-42415

Change 3334459 on 2017/03/06 by Alexis.Matte

	PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto)

	#jira UE-42563

Change 3335132 on 2017/03/07 by Jamie.Dale

	Fixing typo

Change 3335140 on 2017/03/07 by Jamie.Dale

	Fixing CSV import warnings in GameplayEffects test

Change 3335164 on 2017/03/07 by Alexis.Matte

	Avoid selecting skeletal mesh section in the level when high light them in persona editor
	#jira UE-20151

Change 3335186 on 2017/03/07 by Jamie.Dale

	Fixed CSV parser missing empty cells at the end of the string

Change 3335218 on 2017/03/07 by Arciel.Rekman

	SDL2: delete unused project/build files.

Change 3335222 on 2017/03/07 by Arciel.Rekman

	SDL2: delete more unused project/build files.

Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt

	Additional fixes for blur and blur slot not propagating padding to each other

	#jira UE-42553

Change 3335896 on 2017/03/07 by Jamie.Dale

	ToolTips and Engine were double gathering the same meta-data

	#jira UE-36480

Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt

	Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties

Change 3336247 on 2017/03/07 by Jamie.Dale

	Selection height is now the max of the line height and text height to account for negative line scaling

	#jira UE-40673

Change 3336253 on 2017/03/07 by Jamie.Dale

	Added a setting to control whether we should use the font metrics or the bounding box when laying out a font

	#jira UE-41074

Change 3336303 on 2017/03/07 by Arciel.Rekman

	Refactor of OS memory allocation functions.

	- Bring PageSize/OSAllocationGranularity in line with the established definitions.
	  - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties.
	  - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned).
	  - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations.

	- Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned.
	   - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2.

	- Make Binned2 work on Linux
	    - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost.
	    - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS)

	- Switch Linux to Binned2 by default.

	- Add ability to sanity-check OS memory allocations.
	   - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only).

Change 3337098 on 2017/03/08 by Michael.Dupuis

	#jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen

Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt

	Hide the preview toolbar button, it is not being used

Change 3337801 on 2017/03/08 by Michael.Trepka

	Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac

Change 3338373 on 2017/03/08 by Joe.Graf

	Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment
	Tested directory structures:
	    D:\SomePluginDir
	    D:\UE4\AnotherPluginDir
	    D:\UE4\Engine\Plugins
	    D:\UE4\MyProject\Plugins

Change 3338482 on 2017/03/08 by Alexis.Matte

	Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable

Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt

	Fixed arrow keys not working to navigate between elements in the details panel

Change 3339086 on 2017/03/09 by Dmitriy.Dyomin

	Added: Mobile friendly slate settings

Change 3339366 on 2017/03/09 by Nick.Darnell

	Build - Attempting to fix build.

	#jira UE-42675

Change 3339506 on 2017/03/09 by Jamie.Dale

	Fixing Linux Server build error

	#jira UE-42675

Change 3340450 on 2017/03/09 by Cody.Albert

	Ensure that the hittest grid is valid before trying to find a focusable widget

Change 3340492 on 2017/03/09 by Arciel.Rekman

	Fix IOS compile error (UE-42695).

Change 3340565 on 2017/03/09 by Arciel.Rekman

	Fix another compile error (UE-42695).

Change 3341527 on 2017/03/10 by Alexis.Matte

	Fix crash when dragging a re-import scene and there is new asset created
	#jira UE-42766

[CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
Max Preussner
8e9b51aeff Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3237992)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3136778 on 2016/09/22 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3179199 on 2016/10/29 by Max.Chen

	Sequencer: Fade only oin the current player context, not on all worlds.

	Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.

	#jira UE-37939

Change 3179340 on 2016/10/29 by Max.Preussner

	PS4Media: Fixed audio track dropping first frame

Change 3180391 on 2016/10/31 by Max.Preussner

	UdpMessaging: nulling out message processor in destructor

Change 3180459 on 2016/10/31 by Max.Chen

	Sequencer: Fix copy/paste crash in UMG.

Change 3180607 on 2016/10/31 by Andrew.Rodham

	UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.

	#jira UE-38021
	#jira UE-38018

Change 3181405 on 2016/11/01 by Lina.Halper

	#ANIM/SEQUCNER: sequencer animation blending support including additive
	 - created multiway blend node - extension of two way blend
	 - created anim sequencer instance to be used in sequencer for blending multiple animations and additives
	 - hooked up to sequencer track players

	- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
	- Make sure you can't choose montage when selecting animation in Sequencer
	- Fixed Anim BP playing with multi group montages

	#code review: Max.Chen

Change 3181870 on 2016/11/01 by Andrew.Rodham

	Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs

	  - We can't guarantee the lifetime of the objects here

	#jira UE-38051

Change 3182851 on 2016/11/02 by Andrew.Rodham

	Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates

Change 3182852 on 2016/11/02 by Andrew.Rodham

	Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar

Change 3183161 on 2016/11/02 by Max.Preussner

	Media: Added supported file extensions & URL schemes

Change 3183476 on 2016/11/02 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3185181 on 2016/11/03 by Max.Chen

	Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.

	Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.

	#jira UE-37854

Change 3185184 on 2016/11/03 by Max.Chen

	Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.

Change 3185409 on 2016/11/03 by Max.Chen

	Sequencer: Fix crash in skeletal mesh section drawing.

	#jira UE-38090

Change 3185444 on 2016/11/03 by Max.Chen

	UMG: Expose label browser for UMG

Change 3185662 on 2016/11/03 by Max.Chen

	Sequencer: Paste track fixes.

	 - Loosen restrictions on paste track destination.  This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
	 - Allow pasting onto all types of tracks, not just property tracks.
	 - Fix when pasting the copied tracks onto multiple objects.

	Tested pasting transform tracks from possessable to spawnables.
	Tested pasting skeletal animation tracks from spawnable to possessables.

	#jira UETOOL-1206

Change 3185920 on 2016/11/03 by Andrew.Porter

	Adding test content for multiple audio video tracks.

Change 3186404 on 2016/11/03 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3187957 on 2016/11/04 by Max.Preussner

	MediaAssets: Exposed CanPlaySource in BP

Change 3187988 on 2016/11/05 by Max.Preussner

	Fixed documentation

Change 3188035 on 2016/11/05 by Max.Chen

	Sequencer: Show camera name in cinematic viewport.

	#jira UE-28115

Change 3188603 on 2016/11/07 by Max.Preussner

	WmfMedia: Added missing nullptr check

Change 3188788 on 2016/11/07 by Max.Preussner

	MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)

	#jira UE-37948

Change 3188808 on 2016/11/07 by Max.Preussner

	MediaAssets: Moved media player implementation into reusable class
	Also moved overlay text handling into separate asset.

Change 3188919 on 2016/11/07 by Max.Preussner

	Media: Changed the handling of invalid media and media that failed to open (UE-38014)

	#jira UE-38014

Change 3189112 on 2016/11/07 by Max.Preussner

	WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)

	#jira UE-38324

Change 3189376 on 2016/11/07 by Max.Preussner

	WmfMedia: Removed Windows specific code from factory module

Change 3189381 on 2016/11/07 by Max.Preussner

	Atrac9Audio: Fixed log category

Change 3189497 on 2016/11/07 by Max.Preussner

	Media: Added binary sinks support

Change 3189666 on 2016/11/07 by Max.Chen

	Curve Editor: Add option to show time in frame numbers

	#jira UE-27210

Change 3190339 on 2016/11/08 by Max.Preussner

	MediaAssets: Removed SetDesiredPlayerName since the field is public

Change 3190342 on 2016/11/08 by Andrew.Porter

	Adding sequencer test content for animation blueprint

Change 3190398 on 2016/11/08 by Max.Preussner

	Media: Renamed binary tracks to metadata tracks

Change 3190458 on 2016/11/08 by andrew.porter

	Updating Skeleton with new slots.

Change 3191167 on 2016/11/08 by Max.Chen

	Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.

	#jira UE-38353

Change 3191336 on 2016/11/09 by Andrew.Rodham

	Slate: Added the ability to set and retrieve a host tab manager from a details view

Change 3191338 on 2016/11/09 by Andrew.Rodham

	Editor: Added the ability to extend default layouts

	  - FLayoutExtender can be used to provide basic tab layout extensions on default themes.
	  - This can be used by external plugins to inject tabs to other interfaces where necessary.
	  - Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.

Change 3191346 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added new (experimental) ActorSequence module and editor

	  - Sequences can now be added to actors via the UActorSequenceComponent.
	  - An embedded sequencer will appear on details panels, with the option to break it out into a tab.
	  - Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
	  - The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
	  - All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
	  - Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.

Change 3191387 on 2016/11/09 by Andrew.Rodham

	Orion: Fixed deprecation warnings

Change 3191388 on 2016/11/09 by Andrew.Rodham

	Orion: Added dependency on MovieScene module

Change 3191403 on 2016/11/09 by Andrew.Rodham

	Sequencer: Fix initialization order warning

Change 3191428 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added missing include

Change 3191510 on 2016/11/09 by Andrew.Rodham

	Header include fixes

Change 3191599 on 2016/11/09 by Max.Chen

	Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.

	#jira UE-34677

Change 3191664 on 2016/11/09 by Andrew.Rodham

	Sequencer: Ensure keyframe handlers are only added once

Change 3192373 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed regression: playlists no longer open

Change 3192408 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed OpenPlaylistIndex crashing

Change 3192878 on 2016/11/09 by Max.Chen

	Camera Rig: Fix log spam trying to unregister component.

	#jira UE-38435

Change 3192989 on 2016/11/10 by Andrew.Rodham

	Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type

Change 3192991 on 2016/11/10 by Andrew.Rodham

	Sequencer: Moved lambda out-of-line to fix static analysis warning

Change 3193420 on 2016/11/10 by Max.Preussner

	MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API

Change 3193478 on 2016/11/10 by Max.Chen

	Sequencer: Moved Fix Actor References back under the General Options menu.

Change 3193870 on 2016/11/10 by Max.Preussner

	MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)

	#jira UE-37948

Change 3193873 on 2016/11/10 by Lina.Halper

	- Sequencer fix with anim instance reinit
	- Fixed TMap issue with memory by changing to pointer from ref.

	#code review: Max.Chen

Change 3194184 on 2016/11/10 by Max.Chen

	Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.

Change 3194187 on 2016/11/10 by Max.Chen

	Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.

Change 3194191 on 2016/11/10 by Max.Chen

	Sequencer: Add audio volume and pitch curves.

	#jira UE-30009

Change 3194256 on 2016/11/10 by Max.Chen

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3194282 on 2016/11/10 by Max.Chen

	Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.

	#jira UE-38502

Change 3194355 on 2016/11/11 by Max.Chen

	Sequencer: Minimum handle size for time slider scrubber.

	#jira UE-34676

Change 3194767 on 2016/11/11 by Max.Chen

	Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.

Change 3195094 on 2016/11/11 by Max.Preussner

	Media: Removing game thread dependencies

	This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.

	AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.

	All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.

Change 3195396 on 2016/11/11 by Max.Preussner

	AvfMedia: Removed remaining game thread dependencies

Change 3195670 on 2016/11/11 by Max.Preussner

	MediaUtils: Renamed function

Change 3195690 on 2016/11/11 by Max.Preussner

	MediaAssets: MediaPlayerBase instance is now a field instead of pointer.

Change 3195802 on 2016/11/11 by Max.Preussner

	Media: Removed UMediaPlayer::GetNativePlayer

Change 3195843 on 2016/11/11 by Max.Preussner

	Kismet: Fixed non-unity

Change 3195851 on 2016/11/11 by Max.Preussner

	Fixed typo.

Change 3195854 on 2016/11/11 by Max.Preussner

	MediaUtils: Added missing forward declaration

Change 3195937 on 2016/11/11 by Max.Chen

	Media: CIS Fix

Change 3196120 on 2016/11/13 by Max.Chen

	Sequencer: Weight curve for skeletal animation section.

	Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.

	#jira UE-38374, UEFW-128

Change 3196265 on 2016/11/13 by Max.Chen

	Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.

	#jira UE-38543

Change 3196421 on 2016/11/14 by Andrew.Rodham

	Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings

	#jira UE-38423

Change 3197131 on 2016/11/14 by Max.Chen

	Sequencer: Null checks.

	#jira UE-38570, UE-38593

Change 3197209 on 2016/11/14 by Max.Chen

	Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.

	#jira UE-27055

Change 3198691 on 2016/11/15 by Max.Chen

	Sequence Recorder: Optimize record transforms by setting all the keyframes at once.  Also, added option to toggle removing redundant keyframes from the recorded tracks.

	#jira UE-38489

Change 3198711 on 2016/11/15 by andrew.porter

	Adding test content for MEdia Framework Track Switching.

Change 3199174 on 2016/11/15 by Lina.Halper

	Sequencer backward compatibility fix with root motion
	Make sure you could remove root motion fine

	#jira : UE-38591

Change 3199260 on 2016/11/15 by tim.gautier

	Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn

Change 3199663 on 2016/11/15 by Max.Chen

	Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.

Change 3199727 on 2016/11/15 by Max.Chen

	Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.

	#jira UE-38688

Change 3199847 on 2016/11/16 by Max.Chen

	Sequencer: Add menu option to reduce keys of all sections in the current level sequence

Change 3200351 on 2016/11/16 by Max.Chen

	Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.

	#jira UE-38649, UE-38646

Change 3200474 on 2016/11/16 by Max.Chen

	Sequencer: Move reduce keys to section context menu.

Change 3200888 on 2016/11/16 by Max.Chen

	Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.

	Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.

Change 3201633 on 2016/11/17 by Max.Chen

	Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.

	Also, added paste matinee vector track to sequencer's vector track.

	#jira UE-38688

Change 3202458 on 2016/11/17 by Max.Chen

	Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another.  The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.

	#jira UE-38693

Change 3202606 on 2016/11/17 by Max.Chen

	Actor Sequence: Null check in CanPossessObject for a component's owner.

	#jira UE-38514

Change 3203522 on 2016/11/17 by Max.Chen

	Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.

	Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).

	#jira UE-38549, UE-38554, UE-38547

Change 3203863 on 2016/11/18 by Andrew.Rodham

	Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level

Change 3203865 on 2016/11/18 by Andrew.Rodham

	Sequencer: Fixed play rate track interaction between servers and clients
	  - The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.

Change 3203900 on 2016/11/18 by Andrew.Rodham

	Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor

	#jira UE-37277

Change 3205038 on 2016/11/18 by Max.Preussner

	Slate: Corrected comment

Change 3205046 on 2016/11/18 by Max.Preussner

	WmfMedia: Added missing nullptr check

	#jira UE-38825

Change 3205073 on 2016/11/18 by Max.Chen

	Sequencer: Fix audio upgrade case when start time is 0.

Change 3205277 on 2016/11/19 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

	Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.

Change 3205465 on 2016/11/20 by Max.Preussner

	MovieScene: Fixed non-unity build

Change 3205467 on 2016/11/20 by Max.Preussner

	Engine: Fixed spelling

Change 3206264 on 2016/11/21 by Max.Preussner

	Kismet: Added missing forward declaration

Change 3206493 on 2016/11/21 by Max.Preussner

	PS4Media: Added remaining changes for removing game thread dependencies

Change 3206512 on 2016/11/21 by Andrew.Porter

	Adding test content to QAGame for Sequencer animation weight blending.

Change 3206529 on 2016/11/21 by Lina.Halper

	Fixed anim notifes to work in Sequencer Instance

	- Give proper delta in editor preview
	- Make sure not to recreate AnimInstance

	#jira: UE-38849
	#code review:Max.Chen

Change 3206552 on 2016/11/21 by Max.Preussner

	QAGame: Enabled looping by default

Change 3207462 on 2016/11/22 by andrew.porter

	QAGame: updating QA-Sequencer with changes to animation blending test cases

Change 3207499 on 2016/11/22 by tim.gautier

	Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.

	#jira none

Change 3207571 on 2016/11/22 by Max.Chen

	Curve Editor: Expose curve editor settings to Editor Preferences.

	#jira UE-38907

Change 3207690 on 2016/11/22 by Max.Chen

	Sequencer: Speculative crash fix for switching UMG animations.

	#jira UE-29333

Change 3207744 on 2016/11/22 by tim.gautier

	Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.

	#jira none

Change 3207935 on 2016/11/22 by Max.Chen

	Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.

	#jira UE-38964

Change 3207938 on 2016/11/22 by Max.Chen

	Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.

Change 3207950 on 2016/11/22 by Lina.Halper

	- Fixed so that mesh space additive won't show up in sequencer
	- Added warning if you change type later or existing ones

	#jira: UE-38062?

Change 3208278 on 2016/11/22 by andrew.porter

	QAGame: Adjusting level blueprint for test case.

Change 3208285 on 2016/11/22 by andrew.porter

	QAGame: adding SequencerBP animation blueprint.

Change 3208538 on 2016/11/23 by Max.Chen

	Actor Sequence: Fix plugin filename.

Change 3208916 on 2016/11/23 by Max.Chen

	Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.

	#jira UE-34317

Change 3208924 on 2016/11/23 by Max.Chen

	Save As: Cancel should not save over the existing asset. It should just return.

Change 3208939 on 2016/11/23 by andrew.porter

	QAGame: reset some content back to its default state for testing

Change 3209053 on 2016/11/23 by Max.Chen

	Sequencer: Ensure the section id is unique.

Change 3209161 on 2016/11/23 by Max.Chen

	Save As: Follow up fix for cancelling save as.

Change 3210540 on 2016/11/26 by Max.Preussner

	WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats

Change 3210546 on 2016/11/26 by Max.Preussner

	WmfMedia: Fixed NV12 vertical buffer alignment

Change 3211567 on 2016/11/28 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

	Step 1 of 2

Change 3212408 on 2016/11/28 by Max.Preussner

	Fixed fallout from Dev-Main merge

Change 3212456 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header dependencies

Change 3212562 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header usage

Change 3212649 on 2016/11/28 by Max.Chen

	Fix CIS

Change 3212671 on 2016/11/28 by Max.Chen

	Sequencer: Add option to restore to the pre animated state.

	#jira UE-38862
	#2953

Change 3212672 on 2016/11/28 by Max.Chen

	Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)

Change 3212673 on 2016/11/28 by Max.Chen

	Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.

	#jira UE-38649

Change 3212676 on 2016/11/28 by Max.Chen

	Level Editor: PostEditMove should only be called on the actor if it is moved.

	#jira UE-38646

Change 3212688 on 2016/11/29 by Max.Chen

	Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.

	#jira UE-39094

Change 3212831 on 2016/11/29 by Andrew.Rodham

	Disabled ActorSequenceEditor plugin by default while it's experimental

Change 3213219 on 2016/11/29 by Max.Preussner

	AvfMedia: Added missing include

Change 3213333 on 2016/11/29 by Andrew.Rodham

	Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor

	#jira UETOOL-746

Change 3213905 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214203 on 2016/11/29 by Michael.Gay

	Some demo files to test Sequencer timing.

Change 3214205 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214548 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214564 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214567 on 2016/11/29 by Max.Chen

	More IWYU fixes for Win32

Change 3214573 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214576 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214621 on 2016/11/30 by Max.Preussner

	Atrac9Decoder: Fixed log category declaration

Change 3214630 on 2016/11/30 by Max.Preussner

	More IWYU fixes

Change 3214747 on 2016/11/30 by Andrew.Rodham

	Sequencer: Fixed shadow variable

Change 3214957 on 2016/11/30 by Andrew.Rodham

	Core: Changed Algo::Find to use TElementType
	  - This allows it to support c style arrays

Change 3215127 on 2016/11/30 by Andrew.Rodham

	Sequencer: Made burn-in options and init settings instanced

	  - This ensures they work correctly when defined on archetypes and blueprints

	#jira UE-38645

Change 3215754 on 2016/11/30 by Max.Chen

	Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.

	#jira UE-39145

Change 3216603 on 2016/12/01 by Max.Chen

	Sequencer: Set audio volume/pitch only if changed.

Change 3216613 on 2016/12/01 by Max.Chen

	Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.

	#jira UE-39167

Change 3217175 on 2016/12/01 by Max.Chen

	Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.

	#jira UE-37184

Change 3217292 on 2016/12/01 by Max.Chen

	Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.

Change 3217860 on 2016/12/01 by Max.Preussner

	Media: Fall-through for media options

Change 3217965 on 2016/12/01 by Max.Preussner

	MediaAssets: Renamed media option name

Change 3218470 on 2016/12/01 by Max.Chen

	Sequencer: Fix start time deprecation value so that negative values are supported.

	#jira UE-39259

Change 3218473 on 2016/12/01 by Max.Chen

	Sequencer: Fix crash if start seq length is negative.

Change 3219021 on 2016/12/02 by Max.Chen

	Sequencer: Add multiply and divide to transform box.

Change 3219374 on 2016/12/02 by Max.Chen

	Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.

	#jira UE-38442, UE-38444, UE-38852

Change 3219638 on 2016/12/02 by Max.Preussner

	Projects: Fixed error message

Change 3220584 on 2016/12/03 by Andrew.Rodham

	Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
	  - This ensures that old (and perhaps corrupt) BP generated classes are destroyed

	#jira UE-39173

Change 3220585 on 2016/12/03 by Andrew.Rodham

	Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints

Change 3220973 on 2016/12/04 by Max.Chen

	Fix CIS

Change 3222833 on 2016/12/05 by Max.Chen

	Sequencer: Fixed some recorded components not being generated.

	#jira UE-34289

Change 3224450 on 2016/12/06 by Max.Chen

	Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.

	#jira UE-39419

Change 3225301 on 2016/12/07 by Max.Preussner

	AvfMedia: Added settings class

Change 3225304 on 2016/12/07 by Max.Preussner

	Fixed typo

Change 3225723 on 2016/12/07 by Max.Preussner

	Fixed typo.

Change 3225871 on 2016/12/07 by Max.Preussner

	Forgot to check in

Change 3225932 on 2016/12/07 by Max.Preussner

	Added missing header

Change 3226266 on 2016/12/07 by Max.Preussner

	Media: Fixed various module dependencies

Change 3226451 on 2016/12/07 by Max.Preussner

	Include fixes

Change 3226455 on 2016/12/07 by Max.Preussner

	LevelSequence: Added missing include

Change 3227135 on 2016/12/08 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3227143 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing header

Change 3227731 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing include

Change 3228222 on 2016/12/08 by Max.Preussner

	UBT: Fixed delay load library support for remote compilation to macOS

Change 3228266 on 2016/12/08 by Max.Preussner

	PluginBrowser: Added missing includes

Change 3228755 on 2016/12/09 by Andrew.Rodham

	Sequencer: Fixed copy-paste of event keys
	  - Also added a key-value iterator to TCurveInterface (both const and non-const)

	#jira UE-39526

Change 3228777 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.

	Based on Original CL 3227137

	 - Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
	 - Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
	 - FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
	 - Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.

	[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
	[~] Changed log levels of UE_LOGs to match their severity.

	-------------------------

	[!] Also, fixed rendering artifacts on videos using a cropping rectangle
	 - e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
	 - We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.

Change 3228793 on 2016/12/09 by Andrew.Rodham

	Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation

	#jira UE-38723

Change 3228877 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
	 - Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
	 - The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
	 - Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
	 - Tracks must be selected before calling SetRate for the first time.

	#jira UE-37225

Change 3229501 on 2016/12/09 by Max.Preussner

	Media: Better display names for media player plug-ins

Change 3229515 on 2016/12/09 by Max.Preussner

	MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization

Change 3229716 on 2016/12/09 by andrew.porter

	Adding PlayRate sequence to my dev folder

Change 3230554 on 2016/12/12 by Andrew.Rodham

	Back out changelist 3220584
	  - Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.

	#jira UE-39398

Change 3230922 on 2016/12/12 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3232059 on 2016/12/12 by Max.Preussner

	MediaUtils: Better error message for when no suitable media player plug-in was found

Change 3232097 on 2016/12/13 by Max.Preussner

	Switch: Temp fix for borked folder name on case-sensitive platforms

Change 3232100 on 2016/12/13 by Max.Preussner

	MediaAssets: Split up UMediaSource into UBaseMediaSource

	Also added color space related properties

Change 3232101 on 2016/12/13 by Max.Preussner

	Media: Started to implement support for color spaces

Change 3232119 on 2016/12/13 by Max.Preussner

	MediaAssets: Fixed buffer not recreated if color space changed

Change 3232799 on 2016/12/13 by Max.Preussner

	PS4Media: Fixed build

	#jira UE-39706

Change 3233170 on 2016/12/13 by Max.Preussner

	Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)

Change 3233250 on 2016/12/13 by Max.Preussner

	MediaPlayerEditor: Added separator in track menu

Change 3233309 on 2016/12/13 by andrew.porter

	QAGame: Edited text render actors in QA-Media_TrackSwitch

Change 3233439 on 2016/12/13 by Chris.Babcock

	Standardize Android media track DisplayName

Change 3233817 on 2016/12/13 by Chris.Babcock

	Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
	#jira UE-39424
	#ue4
	#mobile

Change 3234421 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed nullptr crash

Change 3234423 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed incorrect copying of base-class from compiler rules

Change 3234429 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed empty space not being added between the last and penultimate segments when required

	#jira UE-39442

Change 3234635 on 2016/12/14 by Max.Preussner

	MediaAssets: Exposed UTexture properties in UMediaTexture

Change 3234681 on 2016/12/14 by Max.Preussner

	MediaAssets: Made MediaTextureResources support -onethread

Change 3234878 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
	  - This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly

Change 3234901 on 2016/12/14 by Max.Preussner

	MediaPlayerEditor: Detail customization improvements

Change 3235275 on 2016/12/14 by Chris.Babcock

	Fix WMF stream ordering to match other players
	#jira UE-39703
	#ue4
	#mediaframework

Change 3235390 on 2016/12/14 by Max.Preussner

	DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation

Change 3235402 on 2016/12/14 by Max.Preussner

	MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)

	#jira UE-39771

Change 3235667 on 2016/12/14 by Max.Preussner

	Media: Moved enums into separate header file, so they can be shared

Change 3235984 on 2016/12/14 by Max.Preussner

	Back out changelist 3235667

Change 3236040 on 2016/12/14 by Max.Preussner

	Core: Added modulus operator to FTimespan

Change 3236139 on 2016/12/15 by Max.Preussner

	Core: Added FTimespan::IsZero

Change 3236527 on 2016/12/15 by Max.Preussner

	Fixed initialization order

Change 3237101 on 2016/12/15 by Andrew.Rodham

	Sequencer: Skeletal animation and audio tracks now support multiple rows again.
	  - In practice there were too many edge-cases to account for whilst considering backwards compatability
	  - The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
	  - Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects

	#jira UE-39442
	#jira UE-39725

Change 3237213 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed crash when setting event key properties

	#jira UE-39347

Change 3237255 on 2016/12/15 by Chris.Babcock

	Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
	#jira UE-39839
	#ue4
	#android

Change 3237294 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed shadowed variable warnings

Change 3237366 on 2016/12/15 by Max.Preussner

	Media: Removed color space changes; we'll do these in material graphs instead

Change 3237436 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated

	#jira UE-39847

Change 3237458 on 2016/12/15 by Andrew.Rodham

	Sequencer: Always force regeneration of templates when PIE  to eliminate the posibility of combining stale data

Change 3237516 on 2016/12/15 by Max.Preussner

	Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)

	#jira UE-39841

Change 3237532 on 2016/12/15 by Max.Preussner

	Added missing scope lock

Change 3237991 on 2016/12/16 by Max.Preussner

	PS4Media: Fixed build

[CL 3238204 by Max Preussner in Main branch]
2016-12-16 11:17:44 -05:00
Matt Kuhlenschmidt
37a47c18d0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3168749 on 2016/10/20 by Richard.TalbotWatkin

	Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry.
	#jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level

Change 3169740 on 2016/10/20 by Nick.Darnell

	Automation - Removing old screenshots, working on new naming convention.

Change 3169796 on 2016/10/20 by Nick.Darnell

	Automation - Adding new screenshots.

Change 3169800 on 2016/10/20 by Nick.Darnell

	Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name.  Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots.

Change 3169901 on 2016/10/20 by Nick.Darnell

	Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots.

Change 3169926 on 2016/10/20 by Cody.Albert

	Added extension point for level editor viewport's Show and Camera menus

Change 3170053 on 2016/10/20 by Cody.Albert

	Back out changelist 3169926

Change 3170067 on 2016/10/20 by Cody.Albert

	Added extension point for level editor viewport's Show and Camera menus

Change 3170382 on 2016/10/21 by Michael.Dupuis

	#jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor

Change 3170520 on 2016/10/21 by Alex.Delesky

	#jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint

Change 3170522 on 2016/10/21 by Alex.Delesky

	#jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button.

Change 3170524 on 2016/10/21 by Alex.Delesky

	#jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor.

Change 3170530 on 2016/10/21 by Alex.Delesky

	Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper

	#jira none

Change 3170768 on 2016/10/21 by Cody.Albert

	Back out changelist 3170067

Change 3170795 on 2016/10/21 by Nick.Darnell

	JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties.

Change 3170797 on 2016/10/21 by Nick.Darnell

	Automation - Fixing several warnings dealing with fbx testing.

Change 3170921 on 2016/10/21 by Nick.Darnell

	Automation - Fixing more warnings with FBX tests.

Change 3171109 on 2016/10/21 by Cody.Albert

	Added extension point for level editor viewport Show menu

Change 3171812 on 2016/10/24 by Jamie.Dale

	Back out changelist 3163044

	This broke wrapping for Japanese and Chinese.

Change 3171842 on 2016/10/24 by Michael.Dupuis

	#jira UE-36400
	Name each Parameter uniquely either from copy/paste of any creation menu
	Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1
	Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type
	When editing a color property update the material expression preview

Change 3171958 on 2016/10/24 by Alex.Delesky

	#jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions.

Change 3171969 on 2016/10/24 by Nick.Darnell

	Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions.

Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt

	PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider)

Change 3172035 on 2016/10/24 by Alex.Delesky

	Fix to build warning for 3171970

	#jira none

Change 3172078 on 2016/10/24 by Michael.Dupuis

	#jira UE-37626 Fetch property node from property handle if there is no property editor

Change 3172143 on 2016/10/24 by Jamie.Dale

	Line-break iterators will now avoid breaking words in Hangul

	The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers.

Change 3172418 on 2016/10/24 by Michael.Dupuis

	Fixed Static Analysis error

Change 3173389 on 2016/10/25 by Michael.Dupuis

	#jira UE-9284 Make the UI appear only on hover and change icons size

Change 3173918 on 2016/10/25 by Alex.Delesky

	#jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created.

Change 3173966 on 2016/10/25 by Alex.Delesky

	#jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse.

Change 3174847 on 2016/10/26 by Alex.Delesky

	#jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen.

Change 3174916 on 2016/10/26 by Alexis.Matte

	When re-importing fbx file, always log to the message log.
	#jira UE-37639

Change 3174940 on 2016/10/26 by Alex.Delesky

	Back out changelist 3174847 at request of platforms team. Was fixed on Main.

Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt

	Import commandlet fixes

	- Fixed crash when source control could not be contacted
	- Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import

Change 3175217 on 2016/10/26 by Alexis.Matte

	The FBX reimport animation code now return false if there was an error when importing
	#jira UE-37755

Change 3175728 on 2016/10/26 by Alexis.Matte

	Log a message when importing a skeletal mesh with more bone influence then the maximum supported
	#2875
	#jira UE-37613

Change 3177997 on 2016/10/28 by Nick.Darnell

	Editor - Prevent re-entrant calls when EndPlayMap is called.

Change 3178429 on 2016/10/28 by Nick.Darnell

	Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup.  Tweaking the location of where some importing files go when they're imported.

Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt

	Guard against bad render targets in Slate RHI

	#jira UE-37905

Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt

	Added logging to track https://jira.it.epicgames.net/browse/UE-37900

	#jira UE-37900

Change 3179920 on 2016/10/31 by Alex.Delesky

	Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591.

	#jira none

Change 3179921 on 2016/10/31 by Alex.Delesky

	#jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource

Change 3180119 on 2016/10/31 by Alexis.Matte

	fbx importer avoid asset creation name clash
	#jira UE-35100

Change 3181905 on 2016/11/01 by Alexis.Matte

	Paint tool now allow users to paint on any vertex if they need it.
	#jira UE-8372

Change 3182355 on 2016/11/01 by Alexis.Matte

	We now support FBX LODs export for the asset exporter from the content browser.
	#jira UE-35302

Change 3183286 on 2016/11/02 by Alexis.Matte

	Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options.
	#jira UE-37520

Change 3183567 on 2016/11/02 by Shaun.Kime

	#jira UE-38019
	The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor.

	The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder.

Change 3184002 on 2016/11/02 by Jamie.Dale

	Fixed crash during TSF IME shutdown

	#jira UE-38073

Change 3185126 on 2016/11/03 by Shaun.Kime

	Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins.
	Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well).

	#jira UE-38065
	#jira UE-37645

Change 3185278 on 2016/11/03 by Nick.Darnell

	UMG - Fixing some issues with HDPI mode in the widget designer.

Change 3185355 on 2016/11/03 by Nick.Darnell

	UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace.

Change 3185510 on 2016/11/03 by Nick.Darnell

	UMG - Restoring the ability of the Widget Component to directly recieve hardware input.  The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user.  The kind of situation where you might want to use them as a 3D menu, in a non-VR environment.  By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport.

	Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo.

Change 3185514 on 2016/11/03 by Nick.Darnell

	UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces.

Change 3185652 on 2016/11/03 by Nick.Darnell

	Slate - Exposing a cached version of the widget geometry that comes in during Tick.  Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing.

Change 3185952 on 2016/11/03 by Nick.Darnell

	UMG - Fixing another build error relating to local widget geometry.

Change 3185953 on 2016/11/03 by Nick.Darnell

	UMG - Fixing a mac compiler warning.

Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt

	Fixed collapse all hiding everything in the settings editors

	#jira UE-38151

Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt

	Fixed new assets opening in a minimized window not restoring that window.

Change 3187026 on 2016/11/04 by Shaun.Kime

	UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors  in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds.

	#jira UE-38094

Change 3187073 on 2016/11/04 by Nick.Darnell

	Automation - Changing the code that writes out json to force no BOM as is the json standard.

Change 3187113 on 2016/11/04 by Jamie.Dale

	Removed double look-up in UTextProperty::SerializeItem

Change 3187114 on 2016/11/04 by Jamie.Dale

	Feedback context now uses culture correct percentage formatting

Change 3187273 on 2016/11/04 by Alexis.Matte

	Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
	Add also some fbx automation test
	#jira UE-38242

Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt

	Fix crash when an actor picker shows up in the struct editor.  Structs do not have root property nodes

	#jira UE-38268

Change 3187463 on 2016/11/04 by Nick.Darnell

	Automation - Updating the blessed screenshots, and fixing the BOM issues with the json.

Change 3188638 on 2016/11/07 by Shaun.Kime

	Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background.
	#jira UE-38240

Change 3189056 on 2016/11/07 by Nick.Darnell

	Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient.  Also updating the creation of the transient package to be RF_Transient.  This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser.

Change 3189147 on 2016/11/07 by Jamie.Dale

	Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache

	This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering).

	#jira UE-38309

Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt

	Guard against null object when creating details panel

Change 3190017 on 2016/11/08 by Alexis.Matte

	FrontX support for scene importer
	#jira UETOOL-1061

Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt

	Fixed misaligned button in the new blueprint class dialog

Change 3190086 on 2016/11/08 by Nick.Darnell

	UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained.

Change 3190159 on 2016/11/08 by Nick.Darnell

	UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale.  Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user.

Change 3190161 on 2016/11/08 by Nick.Darnell

	UMG - UWidget is now Blueprintable.  Improving some doc.

Change 3190545 on 2016/11/08 by Alexis.Matte

	Support scaling when exporting skeleton (bind pose) to FBX
	#jira UE-36120

Change 3191614 on 2016/11/09 by Simon.Tourangeau

	Fix cooking crash after fbx import of a scene without meshes

	#jira UE-38264

Change 3191659 on 2016/11/09 by Simon.Tourangeau

	Cleanup Persona LOD section button layout

	#jira UE-38339

Change 3191882 on 2016/11/09 by Jamie.Dale

	Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter.

	Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict.

Change 3192092 on 2016/11/09 by Jamie.Dale

	Deleting some test assets that were accidentally checked in, some of which no longer load

Change 3192281 on 2016/11/09 by Alex.Delesky

	#jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints.

Change 3192365 on 2016/11/09 by Shaun.Kime

	Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes.

	#jira UE-19022

Change 3192494 on 2016/11/09 by Alex.Delesky

	#jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly.

Change 3193183 on 2016/11/10 by Alexis.Matte

	When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset.
	#jira UE-38450

Change 3193419 on 2016/11/10 by Alex.Delesky

	Fixing UnrealTournament build error in SUTChatEditBox

	#jira none

Change 3193456 on 2016/11/10 by Alex.Delesky

	Fix to build warning C6011 in SWidgetHierarchyItem

	#jira none

Change 3193704 on 2016/11/10 by Simon.Tourangeau

	Create Cinematic Camera when importing camera from fbx

	#jira UE-37764

Change 3194593 on 2016/11/11 by Nick.Darnell

	Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly).  This appears to fix the problem with popup menus being slightly off in size, creating scrollbars.  This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values.

Change 3194595 on 2016/11/11 by Nick.Darnell

	Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window.  Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area.

Change 3194830 on 2016/11/11 by Richard.TalbotWatkin

	Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added.  This improves performance by a couple of orders of magnitude!
	#jira UE-38524 - Moving many brushes to another level is very slow

Change 3194859 on 2016/11/11 by Alexis.Matte

	Fix fbx skeletal mesh cleanup material crash
	#jira UE-38525

Change 3195199 on 2016/11/11 by Nick.Darnell

	UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom.  This fixes the issue where it wasn't finding widgets inside of named slots.

	#jira UE-38536

Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt

	Guard against rendering crashes when a mesh with no lod resources is opened.

	#jira UE-38520

Change 3196614 on 2016/11/14 by Nick.Darnell

	Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases.  It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time.

Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt

	PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist)

Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt

	Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal)

	#jira UE-38544

Change 3196863 on 2016/11/14 by Nick.Darnell

	Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor.

Change 3196900 on 2016/11/14 by Nick.Darnell

	Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale.

Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt

	Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel.

	#jira UE-36499, UE-38497

Change 3197028 on 2016/11/14 by Alexis.Matte

	Shift Drag is not moving the camera when the user is dragging the 3 axis in same time.
	#jira UE-38382

Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt

	Removed pivot updating code per frame for now.  It changes on selection so I cant see a reason why it is needed every frame

Change 3197227 on 2016/11/14 by Nick.Darnell

	UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses.  Updating all widget blueprints to finally use the WidgetGraphSchema.

Change 3197239 on 2016/11/14 by Nick.Darnell

	UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it.

Change 3197538 on 2016/11/14 by Nick.Darnell

	UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes.  Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late.

Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt

	Guard against reimport factories being deleted while in use

	#jira UE-37577

Change 3198589 on 2016/11/15 by Alex.Delesky

	#jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key.

Change 3198783 on 2016/11/15 by Nick.Darnell

	The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code.

Change 3198933 on 2016/11/15 by Jamie.Dale

	Changing the package localization ID used by a package now marks the package as dirty

Change 3198942 on 2016/11/15 by Jamie.Dale

	Clearing the package localization ID used by a package now marks the package as dirty

Change 3200241 on 2016/11/16 by Shaun.Kime

	Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled.
	By default, internal only classes will be hidden and you will be limited to your own developer folder.

	Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use
	[/Script/ClassViewer.ClassViewerProjectSettings]
	+InternalOnlyPaths=(Path="/Engine/VREditor")
	+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget

	The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders.
	The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget.

	Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management

	#jira UE-38313

Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt

	Adding missing change needed post merge from main

Change 3200968 on 2016/11/16 by Jamie.Dale

	Fixed localization gather including texts that were instanced or otherwise unchanged

	- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
	- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.

Change 3201033 on 2016/11/16 by Cody.Albert

	Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged

Change 3201829 on 2016/11/17 by Shaun.Kime

	Fixing issue where GEngine is null in early game loading, potentially causing a crash.

Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt

	Fix build warning

Change 3201835 on 2016/11/17 by Nick.Darnell

	Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input.

Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt

	Fix streaming pause rendering starting a movie if a movie was already playing

Change 3202089 on 2016/11/17 by Nick.Darnell

	Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name.  There's no problem if two objects have the same name, as long as they have different paths (except for classes).  So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name.

Change 3202139 on 2016/11/17 by Jamie.Dale

	Fix for adjusting text spacing when lines are removed from TextLayouts

Change 3202398 on 2016/11/17 by Cody.Albert

	Updated UMG Sequencer to properly fire events once per loop

Change 3202591 on 2016/11/17 by Shaun.Kime

	Fixing coding standards violations.

Change 3202744 on 2016/11/17 by Shaun.Kime

	StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within  UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior.

	#jira UE-38315

Change 3203009 on 2016/11/17 by Alex.Delesky

	Backing out changelist 3170522 per request

	#jira UE-33031

Change 3204077 on 2016/11/18 by Nick.Darnell

	Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images.

Change 3204086 on 2016/11/18 by Jamie.Dale

	Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set

	Both use FGCObject internally to reference the object and keep it alive.

	FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer.

	You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing).

Change 3204189 on 2016/11/18 by Alex.Delesky

	Removing content from dev folder

Change 3204205 on 2016/11/18 by Jamie.Dale

	Fix for being unable to delete folders that still have sub-folders in the Content Browser

	#jira UE-38752

Change 3204270 on 2016/11/18 by Simon.Tourangeau

	Fix StaticMesh socket reimports
	- socket transforms are now updated correctly on reimport
	- deleted socket from source will be removed on reimport
	- fix SocketManager refresh after import

	#jira UE-38195

Change 3204283 on 2016/11/18 by Alex.Delesky

	#jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself.

Change 3205757 on 2016/11/21 by Jamie.Dale

	PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium)

Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt

	PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist)

Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt

	PR #2956: Add plane to basicshapes (Contributed by tommybear)

Change 3205831 on 2016/11/21 by Jamie.Dale

	Speculative fix for UE-38492

	This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel.

	#jira UE-38492

Change 3205869 on 2016/11/21 by Alex.Delesky

	#jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor

Change 3205873 on 2016/11/21 by Alex.Delesky

	#jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes.

	Should also address the issue mentioned in #jira UE-32965

Change 3205954 on 2016/11/21 by Shaun.Kime

	Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work.

	#jira UE-38315

Change 3205965 on 2016/11/21 by Alex.Delesky

	#jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused

	PR #2942

Change 3207157 on 2016/11/22 by Chris.Wood

	Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
	[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds

Change 3207344 on 2016/11/22 by Matthew.Griffin

	Added UnrealWatchdog to the Binary Release

Change 3207396 on 2016/11/22 by Ben.Marsh

	Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion.

Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt

	Redid blur changes from Paragon Dev-General

	Blur widget updates
	- Renamed to SBackgroundBlur/UBackgroundBlur
	- Split SBackgroundBlur out into its own file
	- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
	- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
	- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
	- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image

Change 3207443 on 2016/11/22 by Chris.Wood

	Fix CIS error on Mac from my change CL 3207157

Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt

	Added missing files

Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt

	Guard against crash clearing scenes from the slate RHI renderer during movie loading code.

Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt

	Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check

Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt

	Actually call correct method of checking for a debugger

Change 3209139 on 2016/11/23 by Cody.Albert

	Adding support for "Show Only Modified Properties" filter to DetailWidgetRow

Change 3209206 on 2016/11/23 by Jamie.Dale

	Moving folders now removes the old folder from disk if it's empty

	This had already been done for deleting folders, but moving them was missed.

	#jira UE-11796

Change 3209281 on 2016/11/23 by Jamie.Dale

	PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung)

Change 3210383 on 2016/11/25 by Chris.Wood

	Documented Crash Report Client analytics events
	[UE-32787] - Document Crash Report Client analytics events in code

Change 3210385 on 2016/11/25 by Alexis.Matte

	Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not
	#jira UE-38925

Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix build errors

Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt

	PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts)

Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix ATSC texture compression quality tooltip

	#jira UE-38996

Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix post process anim blueprints on skeletal meshes not being clearable

	#jira UE-39017

Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt

	Added more logging for jira UE-39000

	#jira UE-39000

Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt

	Redid fix for UE-35822 in dev-editor

Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix deprecation warning

Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt

	Disable motion blur in editor views by default

	#jira 38424

Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix PS4 compile errors

Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt

	Details panels changes
	- Added the ability to create groups within groups in details panel customizations
	- Added the ability for struct customizations to add categories to the parent

Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt

	Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do.

Change 3213158 on 2016/11/29 by Jamie.Dale

	Updated User Defined Enum display names to use real FText instances so they can have stable keys

	This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues.

	User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking).

	#jira UE-26274

Change 3213172 on 2016/11/29 by Jamie.Dale

	Adding experimental support for content hot-reloading

	The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded).

	The basic workflow for package reloading is as follows:
	 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects.
	 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed.
	 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping).
	 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found).
	 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't).

	For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory.

	In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation.

Change 3213428 on 2016/11/29 by Jamie.Dale

	Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing

	#jira UE-37746

Change 3213442 on 2016/11/29 by Jamie.Dale

	Workaround for a bug in TSF based MS IMEs on Windows 8+

	They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted.

	#jira UE-37309

Change 3213603 on 2016/11/29 by Cody.Albert

	Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget

	#jira UE-39106

Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt

	Attempt to fix includetool cis warning

Change 3215159 on 2016/11/30 by Jamie.Dale

	Fixing MakeShared forward declaration

Change 3215220 on 2016/11/30 by Alex.Delesky

	#jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view.

Change 3215390 on 2016/11/30 by Jamie.Dale

	Maps now end a hot-reload batch

Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt

	Updating guard to track down worlds that have no package as an outer

	#jira UE-35712

Change 3215500 on 2016/11/30 by Alexis.Matte

	Color grading widget customization
	#jira UETOOL-1070

Change 3215519 on 2016/11/30 by Jamie.Dale

	Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode

Change 3215556 on 2016/11/30 by Cody.Albert

	Fixed issue where check-out toast would not disappear

	#jira UE-39146

Change 3215585 on 2016/11/30 by Jamie.Dale

	Adding an explicit ESPMode to MakeShared to try and placate Android

Change 3215737 on 2016/11/30 by Alexis.Matte

	Fix build warning

Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt

	Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves

	#jira UE-35935

Change 3215758 on 2016/11/30 by Ben.Marsh

	Add a 'Custom...' build type for Dev-Editor.

Change 3216183 on 2016/11/30 by Alexis.Matte

	Fix win32 build error

Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt

	Fix mac build error.

Change 3216828 on 2016/12/01 by Jamie.Dale

	Fixing MakeShared on Android

	#jira UE-39204

Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt

	PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel)

Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt

	Remove the ensure when pushing absolute transforms onto a canvas matrix stack.  We can handle this properly now by just adding the transform to the stack if the stack is empty

	#jira UE-36496

Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt

	Fix a number of keybindings problems
	- Removed editor keybindings from project settings.  It should not have been in there (already in editor settings)
	- Removed duplicate registration of editor keybindings from editor settings
	- Fixed memory leak regenerating keybinding widgets when ending PIE world.
	- Cleaned up styling a bit to make keybindings widgets clearer.

	#jira UE-39211, UE-38718

Change 3216881 on 2016/12/01 by Shaun.Kime

	Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to.
	Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs.

	Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable.

	Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage.

	Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count.

	In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out.

	#jira UE-6882

Change 3216968 on 2016/12/01 by Jamie.Dale

	Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk

Change 3216970 on 2016/12/01 by Jamie.Dale

	Reverting files now uses hot-reloading (if enabled)

Change 3217233 on 2016/12/01 by Jamie.Dale

	You can now choose to reload dirty packages via content hot-reloading

	This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor.

Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt

	WindowsMoviePlayer:  Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready.  This prevents a white texture from showing up for a frame.

Change 3217466 on 2016/12/01 by Jamie.Dale

	Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date

Change 3217572 on 2016/12/01 by Jamie.Dale

	Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text

Change 3217688 on 2016/12/01 by Jamie.Dale

	Fixed crash reloading the active world package when it was dirty

	#jira UE-39250

Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt

	Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete.  We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up.  This change moves the CleanupScenes code to a location that is called each tick and during map loads

	#jira UE-39243

Change 3218834 on 2016/12/02 by Alexis.Matte

	move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options
	#jira UE-38672

Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives

	#jira UE-39246

Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed basic cube shape having a convex hull instead of a box for collision

Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt

	Move static mesh collision properties to the collision category

Change 3219143 on 2016/12/02 by Michael.Dupuis

	#jira UE-39124 We can now place single mesh at a time
	#jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on
	Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection

Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it

	#jira UE-37452

Change 3219358 on 2016/12/02 by Alexis.Matte

	Fix fbx automation tests

Change 3219362 on 2016/12/02 by Alexis.Matte

	Support for MAX multisub material
	#jira UE-38467
	#jira UE-38471

Change 3219774 on 2016/12/02 by Jamie.Dale

	PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN)

Change 3219793 on 2016/12/02 by Jamie.Dale

	SWindow now restores focus back to the widget that last had focus when it was deactivated

	#jira UE-38965

Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt

	UI background blur tweaks
	- Adjust the downsample amount for lower kernel sizes
	- Flush post process memory used by the blur when switching levels

Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt

	Added guards against accesing scene caching methods of the slate resource manager on the rendering thread

Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt

	Added basic support for playing safe movies very early in the engine startup sequence.  A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen

	no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early

	Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading

Change 3221831 on 2016/12/05 by Jamie.Dale

	Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name

Change 3221986 on 2016/12/05 by Jamie.Dale

	Added an "Inline" font loading method

	This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front.

	The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does.

	This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded.

Change 3222065 on 2016/12/05 by Jamie.Dale

	Added log warning to detect hitches when lazily loading fonts

Change 3222225 on 2016/12/05 by Jamie.Dale

	Fixing style-set typo

	#jira UE-39333

Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt

	Fix autosaving prompting to check out built data if the built data asset was dirty during autosave

	#jira UE-39295

Change 3223184 on 2016/12/06 by Alexis.Matte

	Support LOD group and combine mesh
	#jira UE-1088

Change 3223212 on 2016/12/06 by Alex.Delesky

	#jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties.

Change 3223215 on 2016/12/06 by Alex.Delesky

	#jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false.

Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt

	Added back in missing code that was lost in a merge

Change 3223271 on 2016/12/06 by Alex.Delesky

	#jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box).

Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt

	Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials

Change 3223276 on 2016/12/06 by Alexis.Matte

	Staticmesh socket fbx import.
	#jira UE-38284

Change 3223363 on 2016/12/06 by Alexis.Matte

	Reimport must ask for missing file when re-importing a old asset that has no source files
	#jira UE-39356

Change 3223423 on 2016/12/06 by Chris.Wood

	Added option to place canvas panel children in same layer using explicit ZOrder setting.
	[UETOOL-935] - Figure out a solution for canvas panel batching

Change 3223551 on 2016/12/06 by Alexis.Matte

	UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change
	#jira UE-39383

Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt

	Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default

Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt

	Update doc links for maps and sets

Change 3224746 on 2016/12/07 by Michael.Dupuis

	#jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
	#jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras

Change 3224826 on 2016/12/07 by Michael.Dupuis

	#jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior

Change 3224827 on 2016/12/07 by Simon.Tourangeau

	Improve search for material match on fbx mesh import
	- Add option to specify material search locations on mesh import
	- On Import it will now perform a first match material search in the following order	(suppose we are importing into /Game/Content/Assets/Meshes/MyMesh)
	   - Using Local as a search location will provide same behavior as before	(search non recursively in /Game/Content/Assets/Meshes)
	   - If option is UnderParent or more, search recursively in destination folder	(search recursively in /Game/Content/Assets/Meshes)
	   - If option is UnderParent or more, then recursively from parent folder	(search recursively in /Game/Content/Assets)
	   - If option is UnderRoot or more, search recursively from root folder	(search recursively in /Game)
	   - If option is AllAssets, search in every asset folder		(Search recursively everywhere)

	#jira UE-39020

Change 3224989 on 2016/12/07 by Chris.Wood

	Fixed black callstack text in CrashReportClient.
	[UE-38987] - CrashReportClient Callstack text is rendering Black

Change 3225142 on 2016/12/07 by Jamie.Dale

	Added collapsing methods when exporting text for translation

	You can now choose how to collapse your text for translation from three export modes:
	 - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior).
	 - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior).
	 - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior).

	The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior).

	You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource").

Change 3225509 on 2016/12/07 by Simon.Tourangeau

	Static analysis fix, false positive

Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt

	Fix broken physical surface details customization
	- Scrolling now works properly
	- Edit boxes dont change size while editing
	- properly checks out or makes file writable once an edit has been made

	#jira UE-39279

Change 3226840 on 2016/12/08 by Jamie.Dale

	Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself

	#jira OPP-6485

Change 3226940 on 2016/12/08 by Alexis.Matte

	Avoid changing the W value when playing with the color grading wheel.
	#jira UE-39473

Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt

	 Temp disable lazy load font warnings to prevent infinite  recursion crashes at startup

Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt

	Fix for iOS compiling

Change 3228597 on 2016/12/09 by Jamie.Dale

	Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL

	#jira UE-39529

Change 3228607 on 2016/12/09 by Jamie.Dale

	Fixed infinite recursion caused by logging while the output log font was still being loaded

	#jira UE-39523

Change 3228770 on 2016/12/09 by Jamie.Dale

	Fixed UUserDefinedEnum::GetEnumText

	it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail.

	#jira UE-39531

Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt

	Fix static analysis warning

[CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
Marc Audy
57d3748759 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3198996 on 2016/11/15 by Marc.Audy

	BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
	AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
	#jira UE-21136

Change 3199019 on 2016/11/15 by Marc.Audy

	Mark user-facing BeginPlay calls as protected

Change 3200128 on 2016/11/16 by Thomas.Sarkanen

	Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks

	Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.

	#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe

Change 3200133 on 2016/11/16 by Martin.Wilson

	Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)

	#jira UE-18798

Change 3200167 on 2016/11/16 by Martin.Wilson

	Newly added virtual bones are now selected in the skeleton tree

	#jira UE-37776

Change 3200255 on 2016/11/16 by James.Golding

	Stop SkeletalMeshTypes.h being globally included

Change 3200289 on 2016/11/16 by Jurre.deBaare

	Hidden Material References from Mesh Components Fix
	#fix Make sure that in PostEditChangeProp we reset the override material arrays
	#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
	#jira UE-38108

Change 3200291 on 2016/11/16 by Jurre.deBaare

	Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
	#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
	#jira UE-37274

Change 3200293 on 2016/11/16 by Jurre.deBaare

	Overlapping UV's cause merge actor texture baking issues
	#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
	#jira UE-37220

Change 3200294 on 2016/11/16 by Jurre.deBaare

	Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
	#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
	#jira UE-36679

Change 3200295 on 2016/11/16 by Jurre.deBaare

	Merge Actor Specific LOD level can be set to 8
	#fix Change clamping value and added UI clamp metadata
	#jira UE-37134

Change 3200296 on 2016/11/16 by Jurre.deBaare

	In Merge Actors if you select use specific Lod level you have access to all the merge material settings
	#fix Added edit condition to non-grayed out material settings
	#jira UE-36667

Change 3200303 on 2016/11/16 by Thomas.Sarkanen

	Fixed diagonal current scrub value in anim curves

	#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted

Change 3200304 on 2016/11/16 by Thomas.Sarkanen

	Rezero is now explicit about what it does (current vs. specified frame)

	Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).

	#jira UE-35985 - Rezero doesn't work by frame

Change 3200307 on 2016/11/16 by Thomas.Sarkanen

	Add curve panel to anim BP editor

	Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).

	#jira UE-35742 - Anim Curve Viewer allowed in Anim BP

Change 3200313 on 2016/11/16 by Jurre.deBaare

	Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
	#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
	#jira UE-35786

Change 3200316 on 2016/11/16 by Jurre.deBaare

	Converted Skeletal To Static Mesh Gets Corrupted When Merged
	#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
	#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
	#jira UE-37988

Change 3200321 on 2016/11/16 by Jurre.deBaare

	Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
	#fix change the way the layout is constructed
	#jira UE-37260

Change 3200323 on 2016/11/16 by Jurre.deBaare

	Toggling sky in Persona does not effect reflections
	#fix turn of skylight together with the actual environment sphere
	#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
	#jira UE-26796

Change 3200324 on 2016/11/16 by Jurre.deBaare

	Open Merge Actor menu on right clicking two selected actors
	#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
	#jira UE-36892

Change 3200331 on 2016/11/16 by Benn.Gallagher

	Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
	#jira UE-38620

Change 3200334 on 2016/11/16 by Jurre.deBaare

	Dynamic light settings in Persona viewport cause edges to appear hardened
	#fix Makeing the directional light stationary to ups the shadowing quality
	#jira UE-37188

Change 3200356 on 2016/11/16 by Jurre.deBaare

	Rate scale option for animation nodes in blend spaces
	#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
	#misc bumped framework object version to update all blendspaces on load
	#jira UE-16207

Change 3200380 on 2016/11/16 by Jurre.deBaare

	Fix for Mac CIS issues

Change 3200383 on 2016/11/16 by Marc.Audy

	Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback

Change 3200385 on 2016/11/16 by James.Golding

	Refactor SkeletalMesh to use same color buffer type as StaticMesh

Change 3200407 on 2016/11/16 by James.Golding

	Fix CIS error in FbxAutomationTests.cpp

Change 3200417 on 2016/11/16 by Jurre.deBaare

	Fix for CIS issues
	#fix Rogue }

Change 3200446 on 2016/11/16 by Martin.Wilson

	Change fix for Set Anim Instance Class from CL 3200133

	#jira UE-18798

Change 3200579 on 2016/11/16 by Martin.Wilson

	Fix for serialization crash in Odin

	#jir UE-38683

Change 3200659 on 2016/11/16 by Martin.Wilson

	Fix build errors

Change 3200801 on 2016/11/16 by Lina.Halper

	Fix error message

Change 3200873 on 2016/11/16 by Lina.Halper

	Test case for Update Rate Optimization

	- LOD_URO_Map.umap - test map
	- LODPawn - pawn that contains mesh with URO setting
	- You can tweak the value in LODPawn

Change 3201017 on 2016/11/16 by Lina.Halper

	- Allow slave component to be removed when setting master pose to nullptr
	- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html

Change 3201765 on 2016/11/17 by Jurre.deBaare

	Improved tooltip for FBlendParameter.GridNum

Change 3201817 on 2016/11/17 by Thomas.Sarkanen

	Added display/edit of bone transforms in details panel

	Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
	Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
	Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).

	#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab

Change 3201819 on 2016/11/17 by Thomas.Sarkanen

	Fix CIS error

Change 3201901 on 2016/11/17 by Lina.Halper

	With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
	- removed GetCurveNumber from skeleton
	- changed curve count to  use BoneContainer's curve list.

	#code review: Laurent.Delayen

Change 3201999 on 2016/11/17 by Thomas.Sarkanen

	Add local/world transform editing to bone editing

	Added details customization & support code for world-space editing of bone transforms

	#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab

Change 3202111 on 2016/11/17 by mason.seay

	Potential test assets for HLOD

Change 3202240 on 2016/11/17 by Thomas.Sarkanen

	Fixed extra whitespace not being removed in front of console commands.

	GitHub #2843

	#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.

Change 3202259 on 2016/11/17 by Jurre.deBaare

	Readded missing shadows in advanced preview scene

Change 3203180 on 2016/11/17 by mason.seay

	Moved and updated URO Map

Change 3203678 on 2016/11/18 by Thomas.Sarkanen

	Bug fix for menu extenders in PhAT.

	GitHub #2550
	#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.

Change 3203679 on 2016/11/18 by Thomas.Sarkanen

	Fixed LOD hysteresis not being properly converted from the old metric

	This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.

	#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently

Change 3203747 on 2016/11/18 by Jurre.deBaare

	Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
	#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
	#jira UE-38734

Change 3203748 on 2016/11/18 by Jurre.deBaare

	Crash Generating Proxy Meshes after replacing static meshes in the level
	#fix just calculate bounds for the used UVs (old behaviour was wrong)
	#jira UE-38764

Change 3203751 on 2016/11/18 by james.cobbett

	Changes to TM-PoseSnapshot and new test assets

Change 3203799 on 2016/11/18 by Thomas.Sarkanen

	Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal

	Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
	Also fixed up the naming of some variables that still referred to screen areas & LOD distances.

	#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result

Change 3203856 on 2016/11/18 by james.cobbett

	TM-PoseSnapshot - Rebuild lighting and updated anims

Change 3203880 on 2016/11/18 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3203940 on 2016/11/18 by Ori.Cohen

	Fix missing newline for ps4

Change 3203960 on 2016/11/18 by Ori.Cohen

	Readd fix for linux macro expansion warning

Change 3203975 on 2016/11/18 by Ori.Cohen

	Fix for linux toolchain not knowing about no-unused-local-typedef

Change 3203989 on 2016/11/18 by Ori.Cohen

	Make sure physx automation doesn't try to build html5 APEX.

Change 3204031 on 2016/11/18 by james.cobbett

	Minor update to test level

Change 3204035 on 2016/11/18 by Marc.Audy

	Additional Attenuation refactor cleanup

Change 3204044 on 2016/11/18 by Ori.Cohen

	Fix typo of NV_SIMD_SSE2

Change 3204049 on 2016/11/18 by Ori.Cohen

	Fix missing newline for PS4 compiler

Change 3204463 on 2016/11/18 by mason.seay

	Finalized URO test map

Change 3204621 on 2016/11/18 by mason.seay

	Small improvements

Change 3204751 on 2016/11/18 by Ori.Cohen

	Make PhAT highlight selected bodies and constraints in the tree view

Change 3205868 on 2016/11/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744

Change 3205887 on 2016/11/21 by Jurre.deBaare

	Fix for similar crash in blendspace editor like UE-38734

Change 3206121 on 2016/11/21 by Marc.Audy

	PR #2935: Minor subtitle issues (Contributed by projectgheist)
	#jira UE-38803
	#jira UE-38692

Change 3206187 on 2016/11/21 by Marc.Audy

	PR #2935: Minor subtitle issues (Contributed by projectgheist)
	Additional bits
	#jira UE-38519
	#jira UE-38803
	#jira UE-38692

Change 3206318 on 2016/11/21 by Marc.Audy

	Fix Linux compiler whinging

Change 3206379 on 2016/11/21 by Marc.Audy

	Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
	#jira UE-38906

Change 3206591 on 2016/11/21 by Marc.Audy

	Refactor restrictions to allow hidden and clarify disabled

Change 3206776 on 2016/11/21 by Marc.Audy

	ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
	ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
	#jira UEFW-244

Change 3206901 on 2016/11/21 by Marc.Audy

	Fix compile error in automation tests

Change 3207235 on 2016/11/22 by danny.bouimad

	Updated Map

Change 3207264 on 2016/11/22 by Thomas.Sarkanen

	Disable bone editing in anim blueprint editor

	#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable

Change 3207303 on 2016/11/22 by Lina.Halper

	Clear material curve by setting it directly because the flag might not exist

	#jira: UE-36902

Change 3207331 on 2016/11/22 by Jon.Nabozny

	Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.

Change 3207357 on 2016/11/22 by Danny.Bouimad

	Updating testcontent for pose drivers

Change 3207425 on 2016/11/22 by Lina.Halper

	Fix frame count issue with montage

	#jira: UE-30048

Change 3207478 on 2016/11/22 by Lina.Halper

	Fix so that curve warning doesn't happen when your name is same.
	#jira: UE-34246

Change 3207526 on 2016/11/22 by Marc.Audy

	Fix crash when property restriction introduces a hidden entry

Change 3207731 on 2016/11/22 by danny.bouimad

	MoreUpdates

Change 3207764 on 2016/11/22 by Lina.Halper

	#fix order of morphtarget to first process animation and then BP for slave component

Change 3207842 on 2016/11/22 by Ben.Zeigler

	Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.

Change 3208202 on 2016/11/22 by Ben.Zeigler

	#jira UE-38811 Fix regression with gimbal locking in player camera manager.
	The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.

Change 3208510 on 2016/11/23 by Wes.Hunt

	Disable UBT Telemetry on internal builds #jira AN-1059
	#tests build a few different ways, add more diagnostics to clarify if the provider is being used.

Change 3208734 on 2016/11/23 by Martin.Wilson

	Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class

	#jira UE-38899

Change 3208782 on 2016/11/23 by Thomas.Sarkanen

	Fixed material and vert count issues with skeletal to static mesh conversion

	Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
	Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.

	#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh

Change 3208798 on 2016/11/23 by James.Golding

	UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds

Change 3208801 on 2016/11/23 by Jurre.deBaare

	Hidden Material References from Mesh Components Fix
	#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
	#jira UE-38108

Change 3208807 on 2016/11/23 by Thomas.Sarkanen

	CIS fix

Change 3208824 on 2016/11/23 by danny.bouimad

	More content updates for Testing

Change 3208827 on 2016/11/23 by Danny.Bouimad

	Removing Old Pose driver Testassets I created awhile ago.

Change 3209026 on 2016/11/23 by Martin.Wilson

	CIS Fix for FRichCurve

Change 3209083 on 2016/11/23 by Marc.Audy

	Don't crash if after an undo the previously selected object no longer exists (4.14.1)
	#jira UE-38991

Change 3209085 on 2016/11/23 by Marc.Audy

	Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
	#jira UE-38992

Change 3209124 on 2016/11/23 by Ben.Zeigler

	#jira UE-38867 Fix some game mode log messages
	From PR #2955

Change 3209231 on 2016/11/23 by Marc.Audy

	Auto removal

Change 3209232 on 2016/11/23 by Marc.Audy

	GetComponents now optionally can include components in Child Actors

Change 3209233 on 2016/11/23 by Marc.Audy

	ParseIntoArray resets instead of empty

Change 3209235 on 2016/11/23 by Marc.Audy

	Allow child actor components to be selected in viewports
	Fix selection highlight not working on nested child actors
	#jira UE-16688

Change 3209247 on 2016/11/23 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194

Change 3209299 on 2016/11/23 by Marc.Audy

	Use MoveTemp to reduce some memory churn in graph schema actions

Change 3209347 on 2016/11/23 by Marc.Audy

	Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
	#jira UE-37459

Change 3209507 on 2016/11/23 by Ben.Zeigler

	#jira UE-38185 Keep player controllers in their same order during a seamless travel
	From PR #2908

Change 3209882 on 2016/11/24 by Thomas.Sarkanen

	Copy-to-array now works with the fast path

	Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
	Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
	Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
	Added tests for fast path validity to EditorTests project. Assets to follow.

	#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins

Change 3209884 on 2016/11/24 by Thomas.Sarkanen

	File I missed

Change 3209885 on 2016/11/24 by Thomas.Sarkanen

	Support assets for fast path tests

Change 3209939 on 2016/11/24 by Benn.Gallagher

	Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
	#jira UE-35557

Change 3209941 on 2016/11/24 by Jurre.deBaare

	Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
	#fix make sure that when we delete a sample point we reset the preview base pose
	#misc changed how the preview base pose is determined/updated
	#jira UE-38733

Change 3209942 on 2016/11/24 by Thomas.Sarkanen

	Fixed transactions being made when setting bone space in details panel

	Also added reset to defaults to allow easy removal of bone modifications.

	#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction

Change 3209945 on 2016/11/24 by james.cobbett

	Test assets for Pose Snapshot Test Case

Change 3210239 on 2016/11/25 by Mieszko.Zielinski

	Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4

	#jira UE-29415

Change 3210279 on 2016/11/25 by Benn.Gallagher

	Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
	#jira UE-38040

Change 3210288 on 2016/11/25 by danny.bouimad

	Cleaned up Pose Driver Anim BP's

Change 3210334 on 2016/11/25 by Benn.Gallagher

	Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
	#jira UE-22145

Change 3210349 on 2016/11/25 by James.Golding

	UE-35783 Fix scrolling in PoseAsset editor panels

Change 3210356 on 2016/11/25 by James.Golding

	UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)

Change 3210357 on 2016/11/25 by Jurre.deBaare

	Numeric textbox value label incorrect for aimoffset/blendspaces in grid
	#fix change lambda capture type (was referencing local variable)

Change 3210358 on 2016/11/25 by Jurre.deBaare

	Crash Generating Proxy Mesh with Transition Screen Size set to 1
	#fix 1.0 was not included within the possible range
	#jira UE-38810

Change 3210364 on 2016/11/25 by James.Golding

	Improve BuildVertexBuffers to use stride and avoid copying colors

Change 3210371 on 2016/11/25 by Jurre.deBaare

	You can no longer enable tooltip display when using anim offset
	#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
	#jira UE-38808

	It's not clear that the user has to hold shift to preview in blend spaces
	#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
	#jira UE-38711

	#misc refactored out some duplicate code :)

Change 3210387 on 2016/11/25 by james.cobbett

	Updating test asset

Change 3210550 on 2016/11/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927

	Brings IWYU in and required substantial fixups

Change 3210551 on 2016/11/26 by Marc.Audy

	Delete empty cpp files

Change 3211002 on 2016/11/28 by Lukasz.Furman

	added navigation update on editting volume's brush
	#ue4

Change 3211011 on 2016/11/28 by Marc.Audy

	Roll back CL# 3210334 as it is causing deadlocks during GC

Change 3211039 on 2016/11/28 by Jurre.deBaare

	Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
	#fix prevent using the wedge map when propagating spline mesh vertex colours
	#jira UE-36011

Change 3211053 on 2016/11/28 by Ori.Cohen

	Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide

	#JIRA UE-38989

Change 3211101 on 2016/11/28 by mason.seay

	Adjusting trigger collision so it can't be triggered by projectiles

Change 3211171 on 2016/11/28 by Jurre.deBaare

	Previewing outside of Blendspace Graph points causes unexpected weighting
	#jira UE-32775
	Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
	#jira UE-36755

	#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
	- One: fill grid weights to single sample
	- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
	- Colinear: find two closest samples and apply behaviour above
	#misc rename variables to make the code more clear and correct

Change 3211491 on 2016/11/28 by Marc.Audy

	Provide proper tooltip for GetParentActor/Component
	Expose GetAttachParentActor/SocketName to blueprints
	De-virtualize Actor GetAttach... functions
	#jira UE-39056

Change 3211570 on 2016/11/28 by Lina.Halper

	Title doesn't update when asset is being dropped

	#jira: UE-39019

Change 3211766 on 2016/11/28 by Ori.Cohen

	Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.

	#JIRA UE-36089

Change 3211938 on 2016/11/28 by Mason.Seay

	CSV's for testing gameplay tags

Change 3212090 on 2016/11/28 by Ori.Cohen

	Expose angular SLERP drive to blueprints

	#JIRA UE-36690

Change 3212102 on 2016/11/28 by Marc.Audy

	Fix shadow variable issue
	#jira UE-39099

Change 3212182 on 2016/11/28 by Ori.Cohen

	PR #2902: Fix last collision preset display (Contributed by max99x)

	#JIRA UE-38100

Change 3212196 on 2016/11/28 by dan.reynolds

	AEOverview Update:

	Minor tweaks and fixes

	Added Attenuation Curve Tests

	Renamed SC to SCLA for Sound Class prefix

	WIP SCON (Sound Concurrency)

Change 3212347 on 2016/11/28 by Ben.Zeigler

	#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
	Fix chained tag redirectors to work properly
	Const fixes and removed a bad error message spam, and fix rename message

Change 3212385 on 2016/11/28 by Marc.Audy

	Avoid duplicate GetWorld() calls

Change 3212386 on 2016/11/28 by Marc.Audy

	auto shoo

Change 3213018 on 2016/11/29 by Marc.Audy

	Fix shadow variable for real

Change 3213037 on 2016/11/29 by Ori.Cohen

	Fix deprecation warnings

Change 3213039 on 2016/11/29 by Marc.Audy

	Generalize logic for when a component prevents an Actor from auto destroying
	Add forcefeedback component to the components that will hold up the auto destroy of an actor

Change 3213088 on 2016/11/29 by Marc.Audy

	Move significance manager out of experimental

Change 3213187 on 2016/11/29 by Marc.Audy

	Add InsertDefaulted to mirror options available when Adding

Change 3213254 on 2016/11/29 by Marc.Audy

	add auto-complete for showdebug forcefeedback

Change 3213260 on 2016/11/29 by Marc.Audy

	Allow systems to inject auto-complete console entries

Change 3213276 on 2016/11/29 by Marc.Audy

	add auto-complete entry for showdebug significancemanager

Change 3213331 on 2016/11/29 by James.Golding

	Split SkeletalMesh skin weights into their own stream
	Remove unused FGPUSkinVertexColor struct
	Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
	Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
	Update friendly name for FColorVertexBuffer now it's used by skel mesh as well

Change 3213349 on 2016/11/29 by Ben.Zeigler

	Fix tag rename feedback message

Change 3213355 on 2016/11/29 by Ben.Zeigler

	#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)

Change 3213406 on 2016/11/29 by Ori.Cohen

	Make sure body transforms are not set while the physx simulation is running.

	#JIRA UE-37270

Change 3213508 on 2016/11/29 by Jurre.deBaare

	When performing a merge actor on an actor merging multiple materials certain maps aren't generated
	#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
	#jira UE-38526

Change 3213557 on 2016/11/29 by Ben.Zeigler

	#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away

Change 3213634 on 2016/11/29 by Ori.Cohen

	Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.

Change 3213639 on 2016/11/29 by Ori.Cohen

	Fix from nvidia for vehicle suspension exploding when given a bad normal.

	#JIRA UE-38716

Change 3213812 on 2016/11/29 by James.Golding

	UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead

Change 3213824 on 2016/11/29 by Ori.Cohen

	Fix CIS

Change 3213873 on 2016/11/29 by Ori.Cohen

	Fix welded bodies not properly computing mass properties.

	#JIRA UE-35184

Change 3213950 on 2016/11/29 by Mieszko.Zielinski

	Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion

	#jira UE-37221

Change 3213951 on 2016/11/29 by Mieszko.Zielinski

	Fixed perception system having issue with registering perception listener spawned in sublevels #UE4

	#jira UE-37850

Change 3214005 on 2016/11/29 by Ori.Cohen

	Fix mass kg override not propagating to blueprint instances.

Change 3214046 on 2016/11/29 by Marc.Audy

	Duplicate all instanced subobjects, not just those that are editinlinenew
	Make AABrush.Brush instanced rather than export
	#jira UE-39066

Change 3214064 on 2016/11/29 by Marc.Audy

	Use GetComponents directly where safe instead of copying in to an array

Change 3214116 on 2016/11/29 by James.Golding

	Fix tooltip when dragging anim assets onto players

Change 3214136 on 2016/11/29 by Ori.Cohen

	Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data

	#JIRA UE-35864

Change 3214162 on 2016/11/29 by Mieszko.Zielinski

	Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4

	#jira UE-12077

Change 3214177 on 2016/11/29 by Marc.Audy

	Use correct SocketName (broken in CL#2695130)
	#jira UE-39153

Change 3214427 on 2016/11/29 by dan.reynolds

	AEOverview Update

	Fixed Attenuation tests when overlapping attenuation ranges between streamed levels

	Added Sound Concurrency Far then Prevent New testmap

	Removed some Sound Concurrency assets

Change 3214469 on 2016/11/29 by dan.reynolds

	AEOverview Update

	Added Sound Concurrency Test for Stop Farthest then Oldest

Change 3214842 on 2016/11/30 by Jurre.deBaare

	LookAt AimOffset in the Anim Graph causes character to explode
	#jira UE-38533
	#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime

Change 3214866 on 2016/11/30 by james.cobbett

	Updating Pose Snapshot test assets

Change 3214964 on 2016/11/30 by thomas.sarkanen

	Added test data for facial animtion curves

Change 3215015 on 2016/11/30 by Jurre.deBaare

	When a Aim Offset axis value is edited drastically the preview mesh will be deformed
	#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
	#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
	#jira UE-38880

Change 3215029 on 2016/11/30 by Marc.Audy

	Fix CIS

Change 3215033 on 2016/11/30 by Marc.Audy

	Add a delegate for when new classes are added via hotreload
	Change existing hotload class reinstancing delegates to be multicast

Change 3215048 on 2016/11/30 by Jon.Nabozny

	Use getKinematicTarget whenever a body is kinematic.
	This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.

	#jira UE-37877

Change 3215052 on 2016/11/30 by Marc.Audy

	Generalize the volume actor factory logic
	Create volume factories when hotreload adds a new volume class
	#jira UE-39064

Change 3215055 on 2016/11/30 by Marc.Audy

	Probable fix for IOS CIS failure

Change 3215091 on 2016/11/30 by Lina.Halper

	Easy alternative fix for blending two curves per bone. For now we just combine.

	To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.

	#jira: UE-39182

Change 3215179 on 2016/11/30 by Jurre.deBaare

	Preview viewport should only use rendering features supported in project
	#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
	#jira UE-37252

Change 3215189 on 2016/11/30 by Jurre.deBaare

	CIS fix

Change 3215326 on 2016/11/30 by Ben.Zeigler

	#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
	Regression caused by CL #3104976

Change 3215523 on 2016/11/30 by James.Golding

	Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash

Change 3215539 on 2016/11/30 by Marc.Audy

	Fix failure to cleanup objects in a hidden always loaded sub-level
	#jira UE-39139

Change 3215568 on 2016/11/30 by Aaron.McLeran

	UE-39197 Delay node of 0.0 causes crash

Change 3215719 on 2016/11/30 by Aaron.McLeran

	UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528

Change 3215773 on 2016/11/30 by Aaron.McLeran

	PR #2819 : Fixed typo in SoundWave.h

Change 3215828 on 2016/11/30 by James.Golding

	PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)

Change 3215831 on 2016/11/30 by James.Golding

	UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode

Change 3215904 on 2016/11/30 by Marc.Audy

	Fix significance calculations

Change 3215955 on 2016/11/30 by James.Golding

	UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.

Change 3215959 on 2016/11/30 by James.Golding

	Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass

Change 3216057 on 2016/11/30 by Marc.Audy

	Don't reset expose on spawn properties when in a PIE world
	#jira UE-36771

Change 3216114 on 2016/11/30 by James.Golding

	Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files

Change 3216144 on 2016/11/30 by Jon.Nabozny

	Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.

	InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
	This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.

	#jira UE-38434

Change 3216148 on 2016/11/30 by Jon.Nabozny

	Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.

Change 3216160 on 2016/11/30 by Aaron.McLeran

	Fixing a memory leak in concurrency management

Change 3216164 on 2016/11/30 by James.Golding

	Move SkeletalMeshActor code into its own cpp file
	Fix CIS for SkeletalMeshComponent.cpp

Change 3216371 on 2016/11/30 by dan.reynolds

	AEOverview Update

	Minor tweaks

	Completed Sound Concurrency Rule Test Maps

	Added additional test files

Change 3216509 on 2016/11/30 by Marc.Audy

	Fix missing include

Change 3216510 on 2016/11/30 by Marc.Audy

	Code cleanup

Change 3216723 on 2016/12/01 by Jurre.deBaare

	When clearing a blend sample animation the animation will try and blend to the ref pose
	#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
	#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
	#misc weird whitespace changes
	#jira UE-39078

Change 3216745 on 2016/12/01 by Jurre.deBaare

	- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
	- UDN user was hitting a check within the triangle flipping behaviour

	#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
	#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
	#misc refactored triangle flipping code to make it smaller (more readible)

Change 3216903 on 2016/12/01 by mason.seay

	Imported mesh for quick test

Change 3216904 on 2016/12/01 by Jurre.deBaare

	CIS Fix
	#fix replaced condition by both non-editor as editor valid one

Change 3216998 on 2016/12/01 by Lukasz.Furman

	fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
	#jira UE-39233
	#2998

Change 3217012 on 2016/12/01 by Lina.Halper

	Checking in James' fix on drag/drop to replace assets

	#code review: James.Golding
	#jira: UE-39150

Change 3217031 on 2016/12/01 by james.cobbett

	Updating Pose Snapshot Assets. Again.

Change 3217033 on 2016/12/01 by Martin.Wilson

	Update bounds on all skel meshes when physics asset is changed

	#jira UE-38572

Change 3217181 on 2016/12/01 by Martin.Wilson

	Fix imported animations containing a black thumbnail

	#jira UE-36559

Change 3217183 on 2016/12/01 by Martin.Wilson

	Add some extra debugging code for future animation compression / ddc issues

Change 3217184 on 2016/12/01 by james.cobbett

	Fixing a test asset by checking a check box. Sigh.

Change 3217216 on 2016/12/01 by Martin.Wilson

	Undo part of CL 3217183. Will need to add this back differently.

Change 3217274 on 2016/12/01 by Marc.Audy

	When serializing in an enum tagged property follow redirects
	#jira UE-39215

Change 3217419 on 2016/12/01 by james.cobbett

	Changes to test assets for more Pose Snapshot tests

Change 3217449 on 2016/12/01 by Aaron.McLeran

	Adding new audio setting to disable EQ and reverb.

	Hooked up to XAudio2 (for now).

Change 3217513 on 2016/12/01 by Marc.Audy

	Improve bWantsBeginPlay deprecation message

Change 3217620 on 2016/12/01 by mason.seay

	Updated test assets for HLOD

Change 3217872 on 2016/12/01 by Aaron.McLeran

	UEFW-113 Adding master reverb to audio mixer

	- Added new submix editor to create new submixes
	- Created new default master submixes for reverb and EQ and master submixes
	- Fixed a number of minor issues found in auido mixer while working on feature

Change 3218053 on 2016/12/01 by Ori.Cohen

	Added mass debug rendering

	#JIRA UE-36608

Change 3218143 on 2016/12/01 by Aaron.McLeran

	Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.

	- Added default reverb send amount

Change 3218440 on 2016/12/01 by Zak.Middleton

	#ue4 - Made some static FNames const.

Change 3218715 on 2016/12/02 by james.cobbett

	Fixed bug in test asset.

Change 3218836 on 2016/12/02 by james.cobbett

	Fixing up test asset

Change 3218884 on 2016/12/02 by james.cobbett

	Moar test asset changes

Change 3218943 on 2016/12/02 by Ori.Cohen

	Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space

	#JIRA UE-35184

Change 3218955 on 2016/12/02 by Marc.Audy

	Fix initialization order issues
	Remove monolithic includes
	Change signature to pass string by const ref

Change 3219149 on 2016/12/02 by Ori.Cohen

	Fix SetCollisionObjectType not working on skeletal mesh components

	#JIRA UE-37821

Change 3219162 on 2016/12/02 by Martin.Wilson

	Fix compile error when blend space on aim offset nodes is exposed as pin

	#jira UE-39285

Change 3219198 on 2016/12/02 by Marc.Audy

	UEnum::FindValue/IndexByName will now correctly follow redirects
	#jira UE-39215

Change 3219340 on 2016/12/02 by Zak.Middleton

	#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.

	- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
	- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
	- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.

Change 3219482 on 2016/12/02 by Ori.Cohen

	Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.

	#JIRA UE-39172

Change 3219676 on 2016/12/02 by Martin.Wilson

	Make clearer that ref pose is from skeleton

Change 3219687 on 2016/12/02 by Aaron.McLeran

	Supporting multi-channel reverb with automatic downmixing of input to stereo

Change 3219688 on 2016/12/02 by Martin.Wilson

	Fix crash when remapping additive animations after skeleton hierarchy change

	#jira UE-39040

Change 3219699 on 2016/12/02 by Zak.Middleton

	#ue4 - Fix template's use of old GetActorRotation() function.

Change 3219969 on 2016/12/02 by Ben.Zeigler

	#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
	Modified from shelve Zak.Middleton made of PR #1885, after some more testing

Change 3220010 on 2016/12/02 by Aaron.McLeran

	Fixing up sound class editor

Change 3220013 on 2016/12/02 by Aaron.McLeran

	Deleting monolithic file

Change 3220249 on 2016/12/02 by Aaron.McLeran

	Changing reverb settings parameter thread sync method

	- Switching to a simple ring buffer rather than using a crit sect

Change 3220251 on 2016/12/02 by Aaron.McLeran

	Removing hard-coded audio mixer module name for the case when using -audiomixer argument,

	-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.

Change 3221118 on 2016/12/05 by Jurre.deBaare

	Back out changelist 3220249 to fix CIS

Change 3221363 on 2016/12/05 by Martin.Wilson

	Change slot node category from Blends to Montage

Change 3221375 on 2016/12/05 by Jon.Nabozny

	Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.

	#jira UE-39325

Change 3221402 on 2016/12/05 by Jon.Nabozny

	Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.

	#jira UE-33562

Change 3221441 on 2016/12/05 by Thomas.Sarkanen

	Fixed crash when reimporting a mesh when a different animation was open

	#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents

Change 3221473 on 2016/12/05 by Marc.Audy

	Get rid of auto.
	Use GetComponents directly instead of copying in to temporary arrays

Change 3221584 on 2016/12/05 by Jon.Nabozny

	Fix CIS for Mac builds from CL-3221375

Change 3221631 on 2016/12/05 by Martin.Wilson

	Possible fix for rare marker sync crash on live servers

	#jira UE-39235
	#test ai match, animation seemed fine, no crashes

Change 3221660 on 2016/12/05 by mason.seay

	Resubmitting to add Viewport Bookmark

Change 3221683 on 2016/12/05 by Mieszko.Zielinski

	Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4

	#jira UE-30355

Change 3221750 on 2016/12/05 by Jon.Nabozny

	Real CIS fix.

Change 3221917 on 2016/12/05 by Jon.Nabozny

	Fix CIS for real this time.

Change 3222370 on 2016/12/05 by mason.seay

	Start of Gameplay Tag testmap

Change 3222396 on 2016/12/05 by Aaron.McLeran

	UEFW-44 Implementing EQ master submix effect for audio mixer

	- New thread safe param setting temlate class (for setting EQ and Reverb params)
	- Hook up reverb submix effect to source voices
	- Implementation of FBiquad for biquad filter coefficients and audioprocessing
	- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
	- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type

Change 3222425 on 2016/12/05 by Aaron.McLeran

	Checking in missing files

Change 3222429 on 2016/12/05 by Aaron.McLeran

	Last missing file!

Change 3222783 on 2016/12/05 by Jon.Nabozny

	Update SkelMeshScaling map.

Change 3223173 on 2016/12/06 by Martin.Wilson

	Fix crash in thumbnail rendering when creating a new montage

	#jira UE-39352

Change 3223179 on 2016/12/06 by Marc.Audy

	auto/NULL cleanup

Change 3223329 on 2016/12/06 by Marc.Audy

	Fix (hard to explain) memory corruption
	#jira UE-39366

Change 3223334 on 2016/12/06 by Jon.Nabozny

	Add HasBeenInitialized check inside AActor::InitializeComponents

Change 3223340 on 2016/12/06 by Jon.Nabozny

	Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.

	#jira UE-39238

Change 3223372 on 2016/12/06 by Marc.Audy

	Probably fix HTML5 CIS failure

Change 3223511 on 2016/12/06 by Jon.Nabozny

	Fix Mac CIS shadow warning

Change 3223541 on 2016/12/06 by Lukasz.Furman

	fixed missing NavCollision data in static meshes
	#jira UE-39367

Change 3223672 on 2016/12/06 by Ben.Zeigler

	#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
	Remove unnecessary code from both customizations

Change 3223751 on 2016/12/06 by Marc.Audy

	Properly remove components from their owner when manipulating through editinlinenew properties
	#jira UE-30548

Change 3223831 on 2016/12/06 by Ben.Zeigler

	#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
	#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
	Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
	Add Tag Source to tooltip in management mode
	Fix RequestGameplayTagChildrenInDictionary to work properly

Change 3223862 on 2016/12/06 by Marc.Audy

	Hide deprecated attach functions for all games not just Paragon

Change 3224003 on 2016/12/06 by Marc.Audy

	Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
	#jira UE-39207

Change 3224602 on 2016/12/07 by Jurre.deBaare

	Crash on creating LODs with Medic
	#fix Added clamp for UVs -1024 to 1024
	#jira UE-37726

Change 3224604 on 2016/12/07 by Jurre.deBaare

	Fix for incorrect normal calculation in certain circumstances
	#fix Make sure we propagate the matrices to samples after we (re)calculated normals
	#fix Conditionally swap/inverse the vertex data buffers instead of always
	#fix Set preview mesh for alembic import animation sequences
	#misc removed commented out code and added debug code

Change 3224609 on 2016/12/07 by Jurre.deBaare

	Alembic Import Issues (skeletal) w. UVs and smoothing groups
	#fix Changed the way we populate smoothing group indices for alembic caches
	#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
	#jira UE-36412

Change 3224783 on 2016/12/07 by James.Golding

	Support per-instance skeletal mesh vertex color override

Change 3224784 on 2016/12/07 by James.Golding

	Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.

Change 3225131 on 2016/12/07 by Jurre.deBaare

	Crash when baking matrix animation when importing an alembic file as skeletal
	#fix condition whether or not to apply matrices had not been moved over in previous change
	#jira UE-39439

Change 3225491 on 2016/12/07 by Lina.Halper

	- Morphtarget fix on the first frame

	#jira: UE-37702

Change 3225597 on 2016/12/07 by mason.seay

	Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting

Change 3225758 on 2016/12/07 by Aaron.McLeran

	UE-39421 Fix for sound class graph bug

Change 3225957 on 2016/12/07 by Ben.Zeigler

	#jira UE-39433 Fix crash with mass debug data

Change 3225967 on 2016/12/07 by Lina.Halper

	Fix not removing link up cache when removed.

	#jira: UE-33738

Change 3225990 on 2016/12/07 by Ben.Zeigler

	#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues

Change 3226123 on 2016/12/07 by Aaron.McLeran

	Fix for sound class asset creation from within the sound class graph

Change 3226165 on 2016/12/07 by mason.seay

	Replaced skelmesh gun with static mesh cube

Change 3226336 on 2016/12/07 by Aaron.McLeran

	Fixing up sound class replacement code.

	If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them

Change 3226701 on 2016/12/08 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613

Change 3226710 on 2016/12/08 by Jurre.deBaare

	Fix for alembic import crash
	#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames

Change 3226834 on 2016/12/08 by Jurre.deBaare

	Fix for incorrect matrix samples being applied during Alembic cache importing
	#fix Change way we loop through samples and determine correct matrix and mesh sample indices

Change 3227330 on 2016/12/08 by Jurre.deBaare

	Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
	#UE-39499

	#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
	#misc corrected socket name output, removed unnecessary nullptr check

Change 3227575 on 2016/12/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387

Change 3227602 on 2016/12/08 by Marc.Audy

	Copyright 2016 to 2017 updates for new Framework files

[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
ef9dbd59d7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3182087 on 2016/11/01 by Lina.Halper

	PR #2328: fix morph target weight application order. (Contributed by tmiv)

	- changed order of morphtarget application to be animation and THEN SetMorphTarget
	- made sure you could clear the weight also if SetMorphTarget to be 0.f

	#jira: UE-29999

Change 3182090 on 2016/11/01 by Lina.Halper

	Fix issue where import doesn't display any message when import type hasn't been detected

Change 3182123 on 2016/11/01 by Wes.Hunt

	ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.

Change 3182177 on 2016/11/01 by Lina.Halper

	Fix not being able to modify Joint Target Location in detail panel

	#jira: UE-30900

Change 3182181 on 2016/11/01 by Ben.Zeigler

	Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
	Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
	Some header cleanup

Change 3182876 on 2016/11/02 by Danny.Bouimad

	Moving files

Change 3182912 on 2016/11/02 by Thomas.Sarkanen

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

	#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails

Change 3182927 on 2016/11/02 by Thomas.Sarkanen

	Initially select current asset in the asset family shortcut bar dropdown

	#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does

Change 3182970 on 2016/11/02 by Lukasz.Furman

	CIS fix for gameplay debugger
	copy of CL# 3165005

Change 3183123 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

Change 3183310 on 2016/11/02 by Jurre.deBaare

	Blendspace changes:
	- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
	- Re-ordered blendspace.h/cpp
	- const correctness where possible
	- Removed unused code paths
	- Wrapped non-runtime code paths in WITH_EDITOR

	Blendspace editor refactor:
	- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
	- New Grid Widget class
	- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
	- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)

Change 3183344 on 2016/11/02 by James.Golding

	UEFW-181 : Move PhysX vehicle support to a plugin
	- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
	- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
	- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
	- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs

Change 3183351 on 2016/11/02 by Ben.Zeigler

	Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry

Change 3183354 on 2016/11/02 by Ben.Zeigler

	Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved

Change 3183383 on 2016/11/02 by Thomas.Sarkanen

	Persona camera fixes

	Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
	Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
	Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).

	#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor

Change 3183409 on 2016/11/02 by Jon.Nabozny

	#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.

	#jira UE-35660

Change 3183625 on 2016/11/02 by James.Golding

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

Change 3183652 on 2016/11/02 by Ben.Zeigler

	Fix issue where commonly replicated tags didn't work if load from ini was turned off.
	Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.

Change 3183856 on 2016/11/02 by Richard.Hinckley

	#jira UEDOC-4006
	Editing GameMode and GameState documentation (in Framework branch).

Change 3183902 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

Change 3183996 on 2016/11/02 by Jon.Nabozny

	Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.

Change 3184129 on 2016/11/02 by Ben.Zeigler

	#jira UE-38022 Move GameplayAbilities to a plugin.
	Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
	#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
	#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object

Change 3184130 on 2016/11/02 by Ben.Zeigler

	Internal game fixups for moving gameplayabilities to a plugin

Change 3184469 on 2016/11/02 by Ben.Zeigler

	Change abilities plugin to be more obviously unsupported

Change 3184565 on 2016/11/02 by dan.reynolds

	AEOverview update with HRTF test map

Change 3184800 on 2016/11/03 by Thomas.Sarkanen

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

	#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport

Change 3184810 on 2016/11/03 by James.Golding

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

Change 3184817 on 2016/11/03 by Thomas.Sarkanen

	Added facial animation support

	Added curve table to sound wave (internal or external). Added UI support for manipulating these.

	Improved curve table editor.
	- Editor can now display curves as well as tables.
	- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).

	Added curve source interface.
	Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
	Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.

	Added bulk importer plugin.
	This imports audio & FBX files and builds cuirve data into SoundWave assets.
	- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
	- Added new support for importing curves to a curve table.

	Added preview of audio to Persona.
	- Added display, filtering and playback of sound waves from the anim sequence browser.
	- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
	- Persona now uses an Actor rather than disparate components.
	- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
	- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
	- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.

	#jira UEFW-7 - Routing Sound Curves to AnimBP
	#jira UEFW-5 - Support importing curves
	#jira UE-37950 - Spawn preview actor in animation editor

Change 3184837 on 2016/11/03 by James.Golding

	PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
	#jira UE-37978

Change 3184847 on 2016/11/03 by Thomas.Sarkanen

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

Change 3184853 on 2016/11/03 by James.Golding

	Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.

Change 3184884 on 2016/11/03 by Thomas.Sarkanen

	Anim Blueprint thread safety is now checked in the compiler

	Added new metadata keys for classes and functions to describe their thread safety.
	Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
	Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
	Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
	CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.

	#doc Added link to new section of AnimGraph page, which may benefit from images etc.

	#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.

Change 3184886 on 2016/11/03 by Thomas.Sarkanen

	Content fixes for anim BP thread safety warnings

	Ocean:
	Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.

	Odin:
	Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.

	Fortnite:
	Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh

Change 3184894 on 2016/11/03 by Thomas.Sarkanen

	Fix Mac CIS

Change 3184951 on 2016/11/03 by Thomas.Sarkanen

	Fix CIS warning on clang platforms

Change 3185176 on 2016/11/03 by James.Golding

	Hopeful fix for building PhysXVehicles plugin for mac

Change 3185289 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:

	-Addition of a tag with comments and a specific INI location
	-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
	-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
	-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
	-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array

Change 3185331 on 2016/11/03 by Marc.Audy

	Remove duplicated condition from if

Change 3185426 on 2016/11/03 by James.Golding

	Another attempt at fixing mac builds of PhysXVehicles plugin

Change 3185487 on 2016/11/03 by James.Golding

	- Remove TireType assets from templates/sample, add TireConfigs instead
	- Make deprecated vehicle vars visible (but not editable), to help converting content
	- Change icon for PhysX vehicle plugin

Change 3185520 on 2016/11/03 by James.Golding

	Trying yet again to fix Mac CIS!

Change 3185542 on 2016/11/03 by Ben.Zeigler

	#jira UE-34086
	Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent

	#jira UE-35652
	Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
	Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate

Change 3185570 on 2016/11/03 by Marc.Audy

	Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
	Remove some autos

Change 3185749 on 2016/11/03 by dan.reynolds

	AEOverview test map addition: testing Virtual Voice

Change 3185946 on 2016/11/03 by dan.reynolds

	AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps

Change 3185972 on 2016/11/03 by Lina.Halper

	Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser

	#jira: UE-31890
	#code review: Thomas.Sarkanen

Change 3186043 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback

	-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
	-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
	-Tags with comments will now display both their name and their comment in tooltips

Change 3186207 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names

Change 3186321 on 2016/11/03 by Dan.Reynolds

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

Change 3186740 on 2016/11/04 by Thomas.Sarkanen

	Removed FPersona and supporting classes

	Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).

	#jira UEFW-222 - Remove FPersona

Change 3186741 on 2016/11/04 by Thomas.Sarkanen

	Fix non-unity builds

Change 3186755 on 2016/11/04 by Thomas.Sarkanen

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

	#jira UE-38210 - Crash trying to add a key to a curve table in curve view

Change 3186798 on 2016/11/04 by James.Golding

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

Change 3186800 on 2016/11/04 by James.Golding

	- Remove deprecated collision functions in KismetSystemLibrary
	- Remove _NEW from collision function names, add redirectors
	- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)

Change 3186989 on 2016/11/04 by James.Golding

	Fix CIS fail in Fortnte

Change 3187081 on 2016/11/04 by Wes.Hunt

	EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125

Change 3187135 on 2016/11/04 by Jurre.deBaare

	Fix for incorrect framework version in blendspace serialization code.

Change 3187682 on 2016/11/04 by Ben.Zeigler

	#jira UE-38289 Fix crash when replicated tag array is empty

Change 3188113 on 2016/11/05 by Mieszko.Zielinski

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

Change 3188119 on 2016/11/05 by Mieszko.Zielinski

	Deprecated AI functionality removal fallout fixes #UE4

Change 3188121 on 2016/11/05 by Mieszko.Zielinski

	PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)

	Did some massaging on change.

	#jira UE-37685

Change 3188122 on 2016/11/05 by Mieszko.Zielinski

	Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4

Change 3188442 on 2016/11/07 by James.Golding

	Check in trace debug draw test map

Change 3188463 on 2016/11/07 by james.cobbett

	Submitting Pose Snapshot test map and asset

Change 3188618 on 2016/11/07 by Thomas.Sarkanen

	Expanded pose snapshot system

	Allows poses to be stored in variables.
	Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
	Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
	Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.

	#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)

Change 3188619 on 2016/11/07 by Thomas.Sarkanen

	Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h

Change 3188642 on 2016/11/07 by Thomas.Sarkanen

	Added new test for pose variables

Change 3188716 on 2016/11/07 by Ben.Zeigler

	#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file

Change 3189020 on 2016/11/07 by dan.reynolds

	Added a test map for Audio Volume Ambient Zone test for Play Sound at Location

	AVOverviewAZPlaySoundAtLocation

Change 3189188 on 2016/11/07 by Jon.Nabozny

	Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.

	#jira UE-36607

Change 3189199 on 2016/11/07 by Jon.Nabozny

	Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
	modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.

	#jira UE-33038

Change 3189271 on 2016/11/07 by Aaron.McLeran

	UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module

	- Fixups for removals
	- Several bug fixes for sound classes

Change 3189450 on 2016/11/07 by Aaron.McLeran

	Fixes for facial animation playback progress

	- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
	- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.

Change 3189507 on 2016/11/07 by Wes.Hunt

	* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
	  * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
	* Deprecated all platform independent usages of GetMacAddress and related functions.  #jira AN-820  #jira AN-802
	* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
	* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
	* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
	* Removed GetUniqueDeviceId code from LauncherInstaller.
	* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
	* Removed DeviceID from SessionStart analytics event.

	#FYI: justin.sargent, Chris.Wood, Wes.Fudala
	* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
	* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
	* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.

Change 3190032 on 2016/11/08 by Wes.Hunt

	Fix a few places I forgot to deprecate regarding GetMacAddress.

Change 3190107 on 2016/11/08 by Wes.Hunt

	Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.

Change 3190326 on 2016/11/08 by Aaron.McLeran

	Fixing CIS build warning

Change 3190495 on 2016/11/08 by Jon.Nabozny

	Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.

	#jira UE-37512

Change 3190566 on 2016/11/08 by Martin.Wilson

	Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)

	#jira UE-27323

Change 3190631 on 2016/11/08 by Martin.Wilson

	Fix notify validation not triggering when using set time/set frame context menu options

	#jira UE-37857

Change 3190666 on 2016/11/08 by Martin.Wilson

	Add info about anim instance to additive warning

	#jira UE-35930

Change 3191290 on 2016/11/09 by Thomas.Sarkanen

	Fix skeleton tree selection disappearing when filtering changes

	Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Split SSkeletonTree into multiple files
	Items now derive from the common base class ISkeletonTreeItem.
	New skeleton tree item RTTI added modlled on the drag/drop RTTI.
	Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
	Item selection is now preserved on filter change.
	Filtering now (optionally) keeps the hierarchy in place.

	#jira UE-31017 - Skeleton Selection is Lost When Changing Filters

Change 3191325 on 2016/11/09 by Thomas.Sarkanen

	Fix clang CIS

Change 3191344 on 2016/11/09 by Thomas.Sarkanen

	More clang CIS fixes

Change 3191345 on 2016/11/09 by Thomas.Sarkanen

	CIS fix: Missed another enum fwd declaration

Change 3191374 on 2016/11/09 by Thomas.Sarkanen

	Remove 4.11 deprecated functions from animation systems

	Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).

	#jira UE-35748 - Clean up 4.11 Deprecated functions

Change 3191375 on 2016/11/09 by Thomas.Sarkanen

	Fixup Orion hero instance after deprecation

Change 3191739 on 2016/11/09 by Marc.Audy

	PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.

Change 3191827 on 2016/11/09 by Marc.Audy

	Raw Input plugin allowing support of steering wheels and flightsticks
	#jira UEFW-237

Change 3191828 on 2016/11/09 by Ben.Zeigler

	#jira UE-38384 Comment cleanup for gameplay tag library

Change 3191889 on 2016/11/09 by Ben.Zeigler

	#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
	If a settings file does not yet exist on disk, also try adding to source control after writing it

Change 3191911 on 2016/11/09 by Marc.Audy

	Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
	#jira UEFW-237

Change 3191915 on 2016/11/09 by Marc.Audy

	Provide useful tooltips for raw input setting properties
	#jira UEFW-237

Change 3192039 on 2016/11/09 by dan.reynolds

	AEOverview Update

	- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap

	- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes

Change 3192059 on 2016/11/09 by Martin.Wilson

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

Change 3192065 on 2016/11/09 by Martin.Wilson

	Widen bone reference widget to give a better view of the name and added full name to tooltip

	#jira UE-36264

Change 3192217 on 2016/11/09 by Martin.Wilson

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

Change 3192332 on 2016/11/09 by Marc.Audy

	Fix RawInput compiling when WITH_EDITOR is false
	#jira UE-38433

Change 3193061 on 2016/11/10 by Thomas.Sarkanen

	Marked facial animation plugin & component as experimental/beta

Change 3193072 on 2016/11/10 by Martin.Wilson

	Correct reference skeleton fix up order

Change 3193112 on 2016/11/10 by Danny.Bouimad

	Pesudo hair asset usintphat for testing

Change 3193243 on 2016/11/10 by Martin.Wilson

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

Change 3193249 on 2016/11/10 by Marc.Audy

	Raw input compile fixes:
	Fix additional not with_editor compile issues
	Fix static analysis warnings
	#jira UE-38433

Change 3193558 on 2016/11/10 by Martin.Wilson

	Move "Number of Curves" label creation to attribute so that it updates dynamically

	#jira UE-26767

Change 3193664 on 2016/11/10 by Marc.Audy

	PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
	#jira UE-38436

Change 3193719 on 2016/11/10 by Lukasz.Furman

	fixed vertical jitter in replicated NavWalking movement
	#jira UE-33260

Change 3193802 on 2016/11/10 by Marc.Audy

	Remove some autos, fix NULL to nullptr, call GetWorld just once

Change 3193809 on 2016/11/10 by Marc.Audy

	Fix Mac CIS compile error
	#jira UE-38501

Change 3194053 on 2016/11/10 by Aaron.McLeran

	Fixed crash on shutdown when using audio mixer

	- Switching audio mixer to use a runnable thread rather than async tasks
	- Fixed issue where audio buffers weren't taking ownership of wave data

Change 3194057 on 2016/11/10 by Aaron.McLeran

	Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.

	- Added support for 8 channel source files.

Change 3194070 on 2016/11/10 by Aaron.McLeran

	Fixing stupid compile error

Change 3194779 on 2016/11/11 by Jon.Nabozny

	Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
	Missed the '=true' portion.

Change 3194967 on 2016/11/11 by Mieszko.Zielinski

	PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)

	#jira UE-38443
	#jira UE-30906

Change 3195741 on 2016/11/11 by Ben.Zeigler

	#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures

Change 3196655 on 2016/11/14 by Marc.Audy

	Remove pointless remove/adds from Odin DefaultEngine.ini.
	This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
	#jira UE-38562

Change 3196678 on 2016/11/14 by Lukasz.Furman

	pass on gameplay debugger's EQS category
	copy of CL# 3195071, 3195152, 3196617 with local fixes

Change 3196700 on 2016/11/14 by Ben.Zeigler

	#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows

Change 3196719 on 2016/11/14 by Thomas.Sarkanen

	Added extra output to anim BP compiler when a blueprint function call is used

	This allows us to give more info to users when unsafe things (like blueprint functions) are used.

Change 3196799 on 2016/11/14 by Jurre.deBaare

	Fix for blendspace tooltip crash
	#fix Check before dereferencing animation ptr on samples :)

Change 3196971 on 2016/11/14 by Lukasz.Furman

	replaced hardcoded value for pathfollowing's focal point distance with a parameter
	#ue4

Change 3196994 on 2016/11/14 by Marc.Audy

	Slightly improve performance of boolean check

Change 3197768 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP

	- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)

	- Added Categorization menu to Main staging map to help sorting maps by category

	- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.

Change 3197782 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP

Change 3197801 on 2016/11/14 by dan.reynolds

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

Change 3197988 on 2016/11/15 by Thomas.Sarkanen

	Add the ability to use incompatible meshes with snapshots

	We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
	No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.

	#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies

Change 3198062 on 2016/11/15 by Thomas.Sarkanen

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198071 on 2016/11/15 by Thomas.Sarkanen

	Fix default values not being available to change post anim BP compilation

	Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).

	#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected

Change 3198082 on 2016/11/15 by Jurre.deBaare

	CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
	#fix UI and ClampMin to 1
	#jira UE-38587

Change 3198138 on 2016/11/15 by Thomas.Sarkanen

	Expose montage functions to Blueprint

	Made sure to flag appropriate functions as not thread safe.
	Also const-corrected a few functions that should be.

	Github #2918: Blueprint Callable Montage Set/Get Position
	#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position

Change 3198141 on 2016/11/15 by Jurre.deBaare

	Crash from generated Merged Actor with no created lightmap UV
	#fix Always flag UV channel 0 to be occupied
	#jira UE-38520

Change 3198420 on 2016/11/15 by Thomas.Sarkanen

	Move thread-safety check flags to the UAnimBlueprint

	Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
	Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198485 on 2016/11/15 by Thomas.Sarkanen

	Properly fix compile-on-load/cook warnings about anim blueprint thread safety

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198622 on 2016/11/15 by Ben.Zeigler

	#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Marc Audy
ccd8bf19ac Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037)
#rb None
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2825716 on 2016/01/12 by Marc.Audy

	Fix GrabDebugSnapshot virtual function definitions in Ocean

Change 2828462 on 2016/01/14 by Marc.Audy

	Back out changelist 2825716

Change 3153526 on 2016/10/06 by Zak.Middleton

	#ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration.

	Related to OR-14528.

Change 3153580 on 2016/10/06 by Benn.Gallagher

	Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings.
	#jira UE-36588

Change 3154264 on 2016/10/06 by Aaron.McLeran

	UE-37004 UE-37005 Fixing stat soundwaves

Change 3154560 on 2016/10/07 by James.Golding

	UE-20739 Fix auto box in Morph Target Preview panel

Change 3154776 on 2016/10/07 by Ben.Zeigler

	#Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more.

Change 3154954 on 2016/10/07 by Ben.Zeigler

	Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set.
	Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries
	Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly.
	Removed the Category map from gameplay tags, games are using other systems to do translateable text.
	Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality

Change 3154955 on 2016/10/07 by Ben.Zeigler

	Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types

Change 3154995 on 2016/10/07 by Aaron.McLeran

	UE-37012 fix compile issue

Change 3155009 on 2016/10/07 by Aaron.McLeran

	UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp

	- Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere.

Change 3155128 on 2016/10/07 by Ben.Zeigler

	Add old location of GameplayTagsEditor to junk manifest

Change 3155268 on 2016/10/07 by Aaron.McLeran

	UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions

Change 3155561 on 2016/10/07 by Ben.Zeigler

	GameplayTag fixes made based on code review feedback:
	Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library
	Remove direct access to the tag container internals as it has always been unsafe
	Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large
	Fix case where comparing two containers with the tags in different orders would fail
	Remove deprecated serialization entirely, print error when trying to load very old tags
	Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them

Change 3155842 on 2016/10/07 by dan.reynolds

	AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets

Change 3156779 on 2016/10/10 by Richard.Hinckley

	Fixing/reordering comments for basic types.

Change 3156926 on 2016/10/10 by Ben.Zeigler

	Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries

Change 3156998 on 2016/10/10 by Jon.Nabozny

	Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue.

Change 3158732 on 2016/10/11 by Zak.Middleton

	#ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction.

	#jira UE-28610

Change 3159208 on 2016/10/11 by dan.reynolds

	Added ancillary SoundClass Passive Mix Modifier Duration Test map

Change 3159211 on 2016/10/11 by Aaron.McLeran

	UE-37193 Fixing passive sound mix modifier

Change 3159278 on 2016/10/11 by dan.reynolds

	AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes.

	Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint

Change 3159596 on 2016/10/12 by danny.bouimad

	Updates to TM-Meshbake

Change 3159629 on 2016/10/12 by James.Golding

	Add ModifyCurve anim node
	Make GetPinAssociatedProperty const correct

Change 3159705 on 2016/10/12 by James.Golding

	Add 'ApplyMode' and  'Alpha' options to ModifyCurve node

Change 3159959 on 2016/10/12 by John.Abercrombie

	Integrate CL 3159892 from //Fortnite/Main/...

	Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing

	#ue4

Change 3160014 on 2016/10/12 by Lukasz.Furman

	pass on gameplay debugger in Simulate in Editor mode
	#jira UE-36123

Change 3160027 on 2016/10/12 by Lukasz.Furman

	fixed behavior tree task restart conditions
	copy of CL 3159145
	#ue4

Change 3160129 on 2016/10/12 by Lukasz.Furman

	gameplay debugger refactor: removed deprecated code
	#ue4

Change 3160389 on 2016/10/12 by Lukasz.Furman

	added missing include path to gameplay debugger module
	#ue4

Change 3160408 on 2016/10/12 by Lukasz.Furman

	refactored sanity checks in gameplay debugger EdMode to keep static analysis happy
	#ue4

Change 3161143 on 2016/10/13 by James.Golding

	UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error

Change 3161227 on 2016/10/13 by danny.bouimad

	More changes to meshmergemap

Change 3161777 on 2016/10/13 by Ben.Zeigler

	API changes for GameplayTag and Container, and fix Redirect loading
	Remove Match type and empty count as match bool from common API
	In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon
	In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed
	Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage.

Change 3162095 on 2016/10/13 by Jon.Nabozny

	Fix bad default screen resolution in Platformer Game.

	#jira UE-34901

Change 3163351 on 2016/10/14 by Marc.Audy

	Avoid duplicate accessor calls

Change 3163364 on 2016/10/14 by Marc.Audy

	Eliminate auto
	Use ForEachObjectWithOuter

Change 3163367 on 2016/10/14 by Marc.Audy

	Use ForEachObjectWithOuter instead of GetObjectsWithOuter

Change 3163500 on 2016/10/14 by Marc.Audy

	When using SetCullDistance property for static meshes correctly update the cached value
	#jira UE-36891

Change 3163674 on 2016/10/14 by Jon.Nabozny

	#rn Fix popping in OnRep_ReplicatedAnimMontage.

	#jira UE-37056

Change 3164818 on 2016/10/17 by Ori.Cohen

	Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.

Change 3164903 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	#ue4

Change 3165236 on 2016/10/17 by dan.reynolds

	Fixes and tweaks based on feedback:

	- Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load

	- Fixed Blueprint Control map to stop test when the player leaves the zone

	- Fixed Blueprint Contorl map typos

Change 3165323 on 2016/10/17 by Aaron.McLeran

	PS4 Audio Streaming

	- Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming)
	- Wrote an AT9 real-time decoder module (will be used in audio mixer)
	- Enabled streaming on PS4 platform
	- Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer)
	- Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread
	- Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack
	- Fixed up error handling code in Ngs2 so it actually reports real errors

Change 3165997 on 2016/10/18 by Richard.Hinckley

	Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues.

Change 3166220 on 2016/10/18 by Aaron.McLeran

	 UE-37442 Build Tools Win64 completes with 28 errors

	- Changing include of appropriate file to not be in #if WITH_ENGINE block

Change 3166262 on 2016/10/18 by Aaron.McLeran

	UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors

	Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class.

Change 3166562 on 2016/10/18 by Aaron.McLeran

	UE-37441 Fixing compile on Mac

	- Renamed FFormatChunk to FRiffFormatChunk

Change 3166653 on 2016/10/18 by Aaron.McLeran

	 UE-37442 Build Tools Win64 completes with 28 errors

Change 3166917 on 2016/10/18 by Aaron.McLeran

	UE-37502 Initializing missed data members in FNgs2SoundSource constructor

Change 3167329 on 2016/10/19 by Benn.Gallagher

	Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates.
	#jira UE-37500

Change 3167575 on 2016/10/19 by Jon.Nabozny

	#rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode.

	#jira UE-37082

Change 3168079 on 2016/10/19 by Ori.Cohen

	Fix timing issue that causes snapshotpose to t-pose.

	#JIRA UE-37476

Change 3168392 on 2016/10/19 by dan.reynolds

	Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances.

Change 3169121 on 2016/10/20 by danny.bouimad

	Updates to Merge actor assets

Change 3169128 on 2016/10/20 by Danny.Bouimad

	files

Change 3169230 on 2016/10/20 by Lina.Halper

	#improved log message

Change 3169243 on 2016/10/20 by Ben.Zeigler

	#jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup.
	Add code to automatically convert from make/break struct nodes to native call function if there is a native override.
	This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak.
	Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped
	Add specific fixups for GameplayTag make/break functions

Change 3169422 on 2016/10/20 by Aaron.McLeran

	UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features

Change 3169620 on 2016/10/20 by Ben.Zeigler

	Switch GameplayTagTests to use the new Custom test macro and better failure reporting.
	Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works.

Change 3169622 on 2016/10/20 by Ben.Zeigler

	Fix swapped HasAny logic and bad comments

Change 3169645 on 2016/10/20 by Aaron.McLeran

	Re-adding call to Stop source

Change 3169664 on 2016/10/20 by dan.reynolds

	AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly.  Menu Hit interaction is now much more responsive.

Change 3169997 on 2016/10/20 by Ben.Zeigler

	Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger

Change 3170796 on 2016/10/21 by Marc.Audy

	PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus)
	#jira UE-37632

Change 3170802 on 2016/10/21 by Lina.Halper

	#ANIM: curve can link to joints
	 - this allows to filter certain curves per LOD - when the joint is discarded
	   -> refactored editor object tracker to allow multiple per class
	   -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices
	 -  layer bone support

	#jira: UEFW-207

Change 3170857 on 2016/10/21 by Aaron.McLeran

	Disabling checking for device change

Change 3171101 on 2016/10/21 by Ben.Zeigler

	Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header
	Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer
	Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag
	Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty()
	Engine fixups for those changes

Change 3171102 on 2016/10/21 by Ben.Zeigler

	Internal game fixups for tag deprecation
	Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes
	Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them
	Some minor changes for Ocean

Change 3171186 on 2016/10/21 by Ben.Zeigler

	File got missed in checkin

Change 3171239 on 2016/10/21 by Wes.Hunt

	TPSAudit updates.
	* Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked.
	* Don't skip Content folders
	* Don't skip Engine\Documentation\HTML
	* Skip any Content\Localization folders instead of only Engine\Content\Localization
	* Skip any Content\Internationalization folders
	* Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files.
	* if a file has no extension (like configure files) then treat the filename as the extension
	* configure files are treated like shell files

Change 3171245 on 2016/10/21 by Ben.Zeigler

	Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones.
	I am not sure why StaticFindObject is unsafe during save.

Change 3171248 on 2016/10/21 by Wes.Hunt

	TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging.

Change 3171256 on 2016/10/21 by Wes.Hunt

	ModuleManager shutdown fixes.
	* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
	* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
	* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
	* Added comments to Module headers to indicate this new change in behavior.
	* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.

Change 3171258 on 2016/10/21 by Wes.Hunt

	ModuleManager shutdown fixes.
	* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
	* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
	* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
	* Added comments to Module headers to indicate this new change in behavior.
	* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.

Change 3171946 on 2016/10/24 by Lina.Halper

	Fix so that it checks all the joints before removing

Change 3172126 on 2016/10/24 by Lukasz.Furman

	added navlink component
	#ue4

Change 3172152 on 2016/10/24 by Jon.Nabozny

	Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps.

	UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti.

	#jira UE-36472

Change 3172364 on 2016/10/24 by Ben.Zeigler

	Codereview fixes for tag changes.
	Make Tag->Container constructor explicit to avoid bugs
	Fix some cases that were using exact to allow parents instead

Change 3173442 on 2016/10/25 by Jon.Nabozny

	Fixed crash when opening Anim asset after retargetting.

Change 3174123 on 2016/10/25 by Ben.Zeigler

	Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI.

Change 3174394 on 2016/10/25 by dan.reynolds

	AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long).

Change 3175197 on 2016/10/26 by Wes.Hunt

	Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust.
	#codereivew: sam.zamani,dmitry.rekman,josh.markiewicz

Change 3175236 on 2016/10/26 by Jon.Nabozny

	Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points.
	Either segment may be considered a point if it's two points have a distance that's nearly 0.

	#jira UE-19251

Change 3175256 on 2016/10/26 by Jon.Nabozny

	Fix CIS for SegmentDistToSegmentSafe change.

Change 3175379 on 2016/10/26 by Jon.Nabozny

	Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component.

	#jira UE-37582

Change 3175408 on 2016/10/26 by Marc.Audy

	AudioThreading improvements:
	Fix PS4 core 6 issue
	Add timeout spam
	Radical simplification
	Fix suspension CVar
	#authors Gil.Gribb/Marc.Audy
	#jira OR-30447

Change 3175535 on 2016/10/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266

Change 3175539 on 2016/10/26 by Marc.Audy

	Restore affinity for AudioThread and allow it on to 7th (rather than pinning it)

Change 3175631 on 2016/10/26 by Marc.Audy

	Fix silly compile error

Change 3175639 on 2016/10/26 by Aaron.McLeran

	Fixing audio device removal code

	- Flipping active sources to virtual mode
	- Handling initializing sources that have become virtual
	- Not stopping sounds when device is unplugged

Change 3175665 on 2016/10/26 by dan.reynolds

	AEOverview update - Added a Streaming Overview sub test (Streaming Spam)

Change 3175934 on 2016/10/26 by dan.reynolds

	AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms

Change 3175941 on 2016/10/26 by Marc.Audy

	Fix compiler error after merge from Main

Change 3176378 on 2016/10/27 by Jon.Nabozny

	Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation.

Change 3176441 on 2016/10/27 by Jon.Nabozny

	Fix another CIS issue with SegmentDistToSegmentSafe change.

Change 3176487 on 2016/10/27 by Jon.Nabozny

	Hide DemoRecorder from the scoreboard in ShooterGame.

	#jira UE-37492

Change 3176616 on 2016/10/27 by Lukasz.Furman

	optimized behavior tree debugger update in subtrees
	#jira UE-29029

Change 3176717 on 2016/10/27 by james.cobbett

	Test asset for UE-37270

Change 3176731 on 2016/10/27 by dan.reynolds

	AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case

Change 3176887 on 2016/10/27 by Aaron.McLeran

	UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop

	- Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback

	#tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix.

Change 3177053 on 2016/10/27 by Marc.Audy

	Actually reattach previously attached actors when creating a child actor
	#jira UE-37675

Change 3177113 on 2016/10/27 by Aaron.McLeran

	UE-37906 Fixing stat sounds when the audio thread is enabled.

Change 3177536 on 2016/10/27 by Aaron.McLeran

	Updating QASoundWaveProcedural to support stereo procedural sound wave generation.

Change 3177551 on 2016/10/27 by dan.reynolds

	AEOverview update

	- Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals

	- Added STRMOverviewStreamPriority to test Streaming Voice Priority

Change 3177819 on 2016/10/28 by Thomas.Sarkanen

	Consolidated LOD screen size calculations

	Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0.
	HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes.
	Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version.
	Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution.
	Auto LOD now uses the same functionality to determine what LOD thresholds to use.

	#tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets.
	#tests Verified that HLOD distance->screen size and inverse functions map correctly
	#tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method

Change 3177996 on 2016/10/28 by Marc.Audy

	Support play button on SoundCues as well as SoundWaves

Change 3178013 on 2016/10/28 by Marc.Audy

	Allow previewing of force feedback effects from content browser
	#jira UE-36388

Change 3178020 on 2016/10/28 by Lukasz.Furman

	fixed navmesh wall segment calculations for crowds
	#jira UE-37893

Change 3178096 on 2016/10/28 by Marc.Audy

	Make ALevelSequenceActor::Tick call Super
	#jira UE-37932

Change 3178247 on 2016/10/28 by Zak.Middleton

	#ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward.

	UE-37902

Change 3178256 on 2016/10/28 by Zak.Middleton

	#ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server.

Change 3178263 on 2016/10/28 by Ben.Zeigler

	Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable.
	This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds
	Clean up FLinker::Serialize, as it is no longer called except to get memory size
	Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles.
	Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before
	UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default
	Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table

Change 3178265 on 2016/10/28 by Ben.Zeigler

	Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places.
	Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds
	Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into
	The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments
	Migrate QAGame's tag config as a test

Change 3178266 on 2016/10/28 by Lina.Halper

	Fix issue with anim editor sound play notify doesn't work with follow option

	#jira: UE-37946

Change 3178441 on 2016/10/28 by Ben.Zeigler

	Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear

Change 3178443 on 2016/10/28 by Ben.Zeigler

	Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches

Change 3178533 on 2016/10/28 by Ben.Zeigler

	Build fix

Change 3178655 on 2016/10/28 by Ben.Zeigler

	Build fix

Change 3178672 on 2016/10/28 by Lina.Halper

	Unshelved from changelist '3164228':

	PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma)

	#jira: UE-37372

Change 3178675 on 2016/10/28 by Ben.Zeigler

	Crash fix if you have no defaultengine.ini redirects section

Change 3178698 on 2016/10/28 by Ben.Zeigler

	#jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13

Change 3178743 on 2016/10/28 by Lina.Halper

	Fixed so that if no key, it clamps to 0.

	#jira: UE-36790

Change 3179121 on 2016/10/28 by dan.reynolds

	AEOverview tweaks

	- updated Concurrency map to tighten up the audio playback (as in James C's feedback)

	- tweaked some timers to be closer to real-time

Change 3179912 on 2016/10/31 by Mieszko.Zielinski

	Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4

Change 3179933 on 2016/10/31 by Lukasz.Furman

	fixed missing update timers in avoidance manager
	#ue4

Change 3180028 on 2016/10/31 by Ben.Zeigler

	#jira UE-373993 Fix crash with bad default value for objects

Change 3180503 on 2016/10/31 by mason.seay

	Test map for character spawning bug

Change 3180744 on 2016/10/31 by Ben.Zeigler

	#jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager

Change 3180914 on 2016/10/31 by Ben.Zeigler

	#jira UE-37773 Add hooks for deleting and renaming tags,  untested pending UI support
	Add handler for editing a gameplaytag asset from asset browser

Change 3181879 on 2016/11/01 by Marc.Audy

	Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds
	#jira UE-38055

[CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
Max Chen
888c42933d Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3178529)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3149443 on 2016/10/03 by Max.Preussner

	MediaAssets: Better parameter names for MediaPlayer BP functions

Change 3149756 on 2016/10/03 by Max.Chen

	Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity)

	#jira UE-35233

Change 3149795 on 2016/10/03 by Max.Chen

	Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic.

	#jira UE-36734

Change 3150378 on 2016/10/04 by Max.Preussner

	PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807)

	#jira UE-36807

Change 3151414 on 2016/10/05 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	#jira UE-35285

Change 3152038 on 2016/10/05 by Max.Preussner

	UdpMessaging: Code & documentation modernization pass

Change 3152471 on 2016/10/05 by Max.Chen

	Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a
bug where the cine camera actor won't tick if you hook in event tick.

	#jira UE-36625

Change 3152692 on 2016/10/05 by Max.Preussner

	Messaging: API code & documentation modernization pass

	Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity.

Change 3153824 on 2016/10/06 by Max.Preussner

	Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging

	I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery
modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This
functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more.

Change 3153826 on 2016/10/06 by Max.Preussner

	Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies

Change 3153857 on 2016/10/06 by Max.Chen

	Sequencer: Set snap time to dragged key on by default.

Change 3153980 on 2016/10/06 by Max.Preussner

	SessionServices: Removed typedefs; code and documentation modernization pass

Change 3154313 on 2016/10/06 by Max.Chen

	Sequencer: Set the paste keys time to the current time, rather than the mouse time.

Change 3154332 on 2016/10/06 by Max.Chen

	Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu.

Change 3154377 on 2016/10/07 by Max.Chen

	Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and .

Change 3154788 on 2016/10/07 by Max.Chen

	Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all
sections except for any that aren't being moved.

	#jira UE-29152

Change 3159274 on 2016/10/11 by Max.Preussner

	Core: Documentation fixes

Change 3159275 on 2016/10/11 by Max.Preussner

	UdpMessaging: Added missing header

Change 3160746 on 2016/10/12 by Max.Preussner

	MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances

	#jira UE-37241

Change 3160975 on 2016/10/12 by Max.Preussner

	PS4Media: Better logging for SetRate failures

Change 3160995 on 2016/10/12 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)

	#jira UE-37248

Change 3161066 on 2016/10/12 by Max.Preussner

	PS4Media: Enforcing minimum 8 byte alignment for media allocations

Change 3161069 on 2016/10/12 by Max.Preussner

	PS4Media: Fixed log spam when setting play rate to current rate

Change 3162567 on 2016/10/13 by Max.Preussner

	PS4Media: Made track switching code more readable

Change 3163447 on 2016/10/14 by Max.Preussner

	PS4Media: Fixed array out of bounds assertions

Change 3163772 on 2016/10/14 by Max.Preussner

	MfMedia: Fixed a number of timing related issues

Change 3163980 on 2016/10/15 by Max.Chen

	Sequencer: Remove folder name numeric padding so that the naming convention is similar to creating objects in the level.

Change 3164581 on 2016/10/17 by Andrew.Rodham

	Sequencer: Ensure global pre-animated state is restored in reverse order

Change 3164582 on 2016/10/17 by Andrew.Rodham

	Sequencer: Ensure pre animated state is restored for all actor components before saving default state

Change 3164583 on 2016/10/17 by Andrew.Rodham

	Sequencer: Re-enabled support for pre and post roll

Change 3165464 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	Copy from Release-4.14

	#jira UE-37416

Change 3165483 on 2016/10/17 by Max.Chen

	Sequencer: Enable restore state for attach section completion

Change 3165771 on 2016/10/18 by Andrew.Rodham

	Sequencer: Force evaluate when rendering thumbnails

	#jira UE-37321

Change 3166057 on 2016/10/18 by Andrew.Rodham

	Sequencer: Only set defaults for tracks that have no keys, and where the requested default has changed

	#jira UE-37285

Change 3166218 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)

	#jira UE-37470

Change 3166247 on 2016/10/18 by Max.Preussner

	WmfMedia: Showing progress bar while media is being resolved

Change 3166289 on 2016/10/18 by Max.Preussner

	MfMedia: Showing progress bar while media is being resolved

Change 3166993 on 2016/10/18 by Max.Preussner

	MfMedia: Fixed info string not reset on media close.

Change 3166999 on 2016/10/19 by Max.Preussner

	Media: Fixed NV12 and NV21 support

Change 3167008 on 2016/10/19 by Max.Preussner

	Media: Removed vertical NV12 alignment

Change 3167029 on 2016/10/19 by Max.Preussner

	WmfMedia: Temp fix for RGB32 encoded AVIs rendering upside-down and too bright (UE-37505)

	#jira UE-37505

Change 3168593 on 2016/10/19 by Max.Chen

	Sequencer: Change paste at time to local time, so that the paste happens in the local time of the sequence rather than the global time if pasting in a shot level sequence.

Change 3168626 on 2016/10/19 by Max.Chen

	Sequencer: Clamp to view bounds should snap to frame if frame snapping is on.

Change 3168627 on 2016/10/19 by Max.Chen

	Sequencer: Initialize working and view range to be 10% larger than playback range.

Change 3168760 on 2016/10/20 by Max.Preussner

	Media: Revamped media texture buffer management to support padded frames

	Added support for Windows bitmap buffers.
	Fixed a number of format, conversion and/or looping issues in WmfMedia and MfMedia.
	Not all shaders have been updated yet.

Change 3169640 on 2016/10/20 by Max.Chen

	Sequencer: Add current camera to FLevelSequencePlayerSnapshot. Adjust DefaultBurnIn to include a few more parameters like focal length and focus distance.

	#jira UE-37407

Change 3170677 on 2016/10/21 by Max.Chen

	Movie Scene Capture: Add toggle to override engine scalability settings to cinematic scalability.

	#jira UE-36560

Change 3170710 on 2016/10/21 by Max.Preussner

	Media: Optimized handling of RGB input

Change 3170712 on 2016/10/21 by Max.Preussner

	Media: Fixed NV21 conversion shader scaling

Change 3170923 on 2016/10/21 by Max.Preussner

	UBT: Copied XboxOne project generator fix from Fortnite CL# 3170868

Change 3171494 on 2016/10/23 by Max.Chen

	Sequencer: Fix fbx export from master sequence not finding bound objects.

	#jira UE-35752

Change 3171506 on 2016/10/23 by Max.Chen

	Sequencer: Draw where in and out points of the shot section are, just like subsequences do. Change to only draw the green starting line if StartOffset is negative.

	#jira UE-35473

Change 3171743 on 2016/10/24 by Andrew.Rodham

	Editor: Added support for detail customizations on root structs
	  - Also added the ability to add external struct data onto a detail category builder, and property type customization.

Change 3171752 on 2016/10/24 by Andrew.Rodham

	Sequencer: Fixed spawnable ownership
	  - Spawnables are no longer destroyed when the cursor leaves the master playback range.
	  - Spawnable ownership now operates as it previously did before the evaluation rework.
	  - bIgnoreOwnershipInEditor has been removed since its existence was a work around for when we didn't evaluate sub sequences from the master sequence.
	  - FMovieSceneSequenceID is now a struct so that it can be used in array properties
	  - Meta data now exists for each segment of an evaluation field. Currently this only includes the sub sequence IDs that exist at that time, but it may be expanded to include all evaluation entities (tracks + sections) in future so
we don't have to calculate that at runtime.

Change 3171756 on 2016/10/24 by Andrew.Rodham

	Sequencer: Added ability to trigger events with parameters
	  - It's now possible to supply an event payload on event track keys which are to be passed to a given event. The structure must match the signature of the event, or a warning will be emitted.
	  - Added a templated TGenericKeyArea, TKeyFrameManipulator and TCurveInterface that allow to generic manipulation of keyframe section data. In time we will port the other key areas over to this representation.
	    - This new architecture affords the common manipulation of time-based keyframes in a value-agnostic manner.

Change 3172935 on 2016/10/24 by Max.Preussner

	MediaPlayerEditor: Fixed MediaPlayer asset not being dirtied when creating media sound wave or texture for it

Change 3173947 on 2016/10/25 by Max.Preussner

	SlateRemote: Disabled plug-in, but enabled server by default

Change 3174510 on 2016/10/26 by Max.Chen

	Sequencer: Fix slomo track crash

	#jira UE-37802

Change 3174698 on 2016/10/26 by Andrew.Rodham

	UMG: Fixed objects bound to a panel slot animating their slot's content instead of the slot itself

	#jira UE-37775

Change 3174780 on 2016/10/26 by Max.Preussner

	MediaAssets: Accepting decoder defined buffer dimensions for RGB buffers

Change 3174789 on 2016/10/26 by Max.Preussner

	MediaPlayerEditor: Showing desired player name instead of current player name if no media loaded

Change 3174817 on 2016/10/26 by Max.Preussner

	WmfMedia: Added support for Motion JPEG (MJPG)

Change 3174825 on 2016/10/26 by Max.Preussner

	WmfMedia: Added support for non-RGB32 uncompressed formats

Change 3174834 on 2016/10/26 by Max.Preussner

	MediaPlayerAssets: Allow pausing while buffering media

Change 3174886 on 2016/10/26 by Andrew.Rodham

	Core: Fixed range test that was testing incorrect behavior

Change 3174889 on 2016/10/26 by Andrew.Rodham

	Sequencer: Fixed AssignActor behavior
	  - Also ensure that cached object state is invalidated when playback context changes

	#jira UE-37798

Change 3174905 on 2016/10/26 by Andrew.Rodham

	Sequencer: Changed assert when failing to create an audio component to a log message
	  - Audio no longer plays when GEngine->UseSound() is false

	#jira UE-37772

Change 3174980 on 2016/10/26 by Andrew.Rodham

	Sequencer: Remove warning when event endpoint could not be found for a given context

	#jira UE-37824

Change 3175001 on 2016/10/26 by Andrew.Rodham

	Sequencer: Evaluate sequence with EMovieScenePlaybackStatus::Jumping on Pause.
	  - Also protect Pause() against reentrancy when being called from an event

Change 3175012 on 2016/10/26 by Max.Chen

	Sequence Recorder: Fixes an empty working and view range after recording.

	On StopRecording() update playback range after nullifying the current sequence so that the playback range isn't empty.
	Added SetViewRange and SetWorkingRange.

	#jira UE-34191

Change 3177760 on 2016/10/28 by Max.Chen

	Sequence Recorder: Don't update the current sequence name if it's already set. This fixes a bug where if you pass in a sequence name to record to, it gets reset to the name in the sequence recorder settings.

	#jira UE-37808

Change 3178529 on 2016/10/28 by Max.Chen

	Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter

	#jira UE-37328
	#2864

[CL 3178562 by Max Chen in Main branch]
2016-10-28 15:04:38 -04:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

	Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Gil Gribb
2cf40e541e Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3091903)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3072947 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game texture.
	#review-3072934 @marcus.wassmer
	#jira UE-34045

Change 3073301 on 2016/08/02 by Ben.Woodhouse

	Fix for large spotlight culling precision issues, reported on UDN by Aaron Jacobs at Double Fine. For a full description, see the UDN post
	https://udn.unrealengine.com/questions/305440/shadowed-light-flicker-caused-by-floating-point-pr.html
	#jira UE-34052

Change 3073689 on 2016/08/02 by Ben.Woodhouse

	Improved skin postprocess - support for full resolution, with diffuse/spec lighting combined into single RGBA (sharing chroma)

	Full res lighting gives less temporal AA flickering, sharper diffuse and specular lighting in the surface (since this is now at full resolution), faster postprocessing if using a 64-bit rendertarget (on NV 980Ti).

	Checkerboard rendering is controlled via the r.sss.checkerboard cvar. - 0 is off/full res, 1 is checkerboard, 2 is automatic based on scenecolor (non-checkerboard requires 64bit or more rendertarget w/separate alpha)

	Tested/profiled on PC, PS4

Change 3074666 on 2016/08/02 by Daniel.Wright

	Fixed stationary skylight brightness

Change 3074667 on 2016/08/02 by Daniel.Wright

	Fixed r.ReflectionEnvironmentLightmapMixing

Change 3074687 on 2016/08/02 by Daniel.Wright

	Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.

Change 3075241 on 2016/08/03 by Rolando.Caloca

	DR - Fix linux compile issue & static analysis warning

Change 3075746 on 2016/08/03 by Daniel.Wright

	Removed bOverride_AntiAliasingMethod and outdated ini references to PP AntiAliasingMethod

Change 3075783 on 2016/08/03 by Ryan.Brucks

	#code.review Marcus.Wassmer

	Added two material nodes that return Atmospheric Light Vector and Light Direction using:

	View.AtmosphericFogSunColor
	View.AtmosphericFogSunDirection

	Nodes are called:
	AtmosphericLightVector
	AtmosphericLightColor

	Also changed SceneRendering.cpp so that values will be grabbed from directional lights without needing an Atmospheric Fog actor in the scene.

Change 3075969 on 2016/08/03 by Uriel.Doyon

	Material GUIDs are not updated anymore when parents or textures change.
	Lighting now uses a hash built from the list of parents, textures and shader functions.
	#review-3072980 @marcus.wassmer @daniel.wright

Change 3076116 on 2016/08/03 by Ryan.Brucks

	#code.review marcus.wassmer
	Fixed typo in the Caption of new Nodes "Atmospheric Light Vector" and "Atmospheric Light Color"

Change 3076456 on 2016/08/03 by Rolando.Caloca

	DR - Fix geometry shader gl_Layer for SPIR-V

Change 3076730 on 2016/08/03 by Uriel.Doyon

	Added user warning logic for the texture streaming build. Ran in MapCheck, BeginPlay and PreSave.
	#review-3072984 @marcus.wassmer

Change 3077616 on 2016/08/04 by Daniel.Wright

	Planar reflection show flags can now be edited

Change 3077621 on 2016/08/04 by Daniel.Wright

	Changed default Planar Reflection DistanceFromPlaneFadeoutEnd from 600 to 100, which reduces artifacts and is a more intuitive initial setting

Change 3077792 on 2016/08/04 by Daniel.Wright

	Fixed an unnecessary sky capture caused by the sky light component owned by the default ASkyLight

Change 3077799 on 2016/08/04 by Daniel.Wright

	Skip RF_ArchetypeObject for reflection captures

Change 3077876 on 2016/08/04 by Marc.Olano

	Noise material perf improvements

	Change random number generator for Gradient-ALU (1.7x perf boost), improve speed of Voronoi noise quality level 3.

	Removes integer BBS random number generators. Fewer instructions, but too slow to use (see 1.7x perf boost above)

Change 3077884 on 2016/08/04 by Daniel.Wright

	Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them

Change 3078994 on 2016/08/05 by Simon.Tovey

	Fix for UE-34241
	Scene proxy ptr was being cached during a downcast.
	Inside a call to CreateDynamicData, CheckMaterialUsage_Concurrent() was causing the scene proxy to be recreated an so the cached ptr was stale.
	I've fixed the immediate issue but recreating the scene proxy here doesn't seem great. Maybe CheckMaterailUsage() should be rethought a bit.

Change 3079162 on 2016/08/05 by Ben.Woodhouse

	Fix for jittering in Paper2D. Was caused by override being ignored due to a change in intiialization order for AA settings.
	#jira UE-34091

Change 3079613 on 2016/08/05 by Daniel.Wright

	New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D

Change 3079708 on 2016/08/05 by Uriel.Doyon

	Fixed crash when building texture streaming on some levels.

Change 3079795 on 2016/08/05 by Uriel.Doyon

	Fixed issue with instanced static meshes when building texture streaming.
	Fixed typo with func "GetNumTextureStreamingPrimitives"

Change 3079806 on 2016/08/05 by Uriel.Doyon

	Enabled PerTexture MipBias. The per texture mip bias now resets to 0 when the texture gets required at low resolution.
	New scalability setting named "r.Streaming.LimitPoolSizeToVRAM" enabling the PoolSize to be limited the available VRAM
	(according to GPoolSizeVRAMPercentage)
	#review-3074662 @marcus.wassmer

Change 3082698 on 2016/08/09 by Daniel.Wright

	Copy - CreateRenderTarget2D uses a world context object as owner, allows use in a construction script

Change 3082699 on 2016/08/09 by Daniel.Wright

	Changed display name for 'Two Sided' shading model to 'Two Sided Foliage' to make it clear what it's intended to be used for

Change 3083909 on 2016/08/10 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

Change 3084645 on 2016/08/10 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

Change 3084709 on 2016/08/10 by Daniel.Wright

	Copy - Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()

Change 3084783 on 2016/08/10 by Rolando.Caloca

	DR - Use the first targeted rhi shader platform as the initial RHI to load on Windows
	#jira UE-34510

Change 3084958 on 2016/08/10 by Daniel.Wright

	Copy - Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards

Change 3086023 on 2016/08/11 by Marcus.Wassmer

	Merging //UE4/Dev-Main@3085468 to Dev-Rendering (//UE4/Dev-Rendering)
	#test none

Change 3086778 on 2016/08/11 by Ben.Woodhouse

	Workaround for fortnite character rendering issue. Enable checkerboard rendering by default until we can fix properly
	#jira UE-34561

Change 3087404 on 2016/08/12 by Rolando.Caloca

	DR - Upgrade glslang to 1.0.21.1
	- Added some more debug output

Change 3087524 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fixed StencilRef, fixed size of RHIReadSurfaceFloatData (but still returns dummy data)

Change 3087663 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fix for SRGB; support for mip texture views

Change 3087735 on 2016/08/12 by Daniel.Wright

	TextureRenderTarget2D's can now be up to 8192^2.  Anything over 2048 pops up an 'are you sure' dialog.

Change 3087750 on 2016/08/12 by Rolando.Caloca

	DR - vk - Minor renaming in prep for merge

Change 3087813 on 2016/08/12 by Rolando.Caloca

	DR - vk - More minor cleanup

Change 3087819 on 2016/08/12 by Chris.Bunner

	Check material function input types directly, no need to traverse connected graph.
	#jira UE-32134

Change 3087901 on 2016/08/12 by Rolando.Caloca

	DR - vk - Fix RT view to use 1 mip
	Fix depth buffer component swizzle

Change 3088193 on 2016/08/12 by Daniel.Wright

	DFAO and RTDF shadows are enabled in High and Epic scalability settings by default

Change 3088988 on 2016/08/15 by Rolando.Caloca

	DR - Add Accessors

Change 3089104 on 2016/08/15 by Olaf.Piesche

	#jira UE-34241

	Sceneproxy can be nullptr in FDynamicMeshEmitterData::Init if the proxy is being recreated

Change 3089208 on 2016/08/15 by Daniel.Wright

	Downsampled separate translucency uses a separate view uniform buffer with correct buffer sizes
	* Fixes WorldPosition in downsampled translucency
	* View uniform buffer parameters are now cached on the view, to allow recreating the uniform buffer without having to rebuild the entire struct.  Currently used by global distance field, downsampled separate translucency.
	* Fixed the downsampled translucency depth buffer being full res used together with a smaller color target, now they are both the downsampled res

Change 3089209 on 2016/08/15 by Daniel.Wright

	Fixed atmospheric fog on translucency

Change 3089457 on 2016/08/15 by Daniel.Wright

	Fixed lighting build failure from UMaterialInstanceDynamic assigned to a mesh that's being exported to Lightmass.  The Swarm cache entry is created using the parent's guid, causing multiple MID's with the same parent to acquire a file handle multiple times which fails after the first.

Change 3089549 on 2016/08/15 by Daniel.Wright

	UMaterialInterface initializes LightingGuid to something valid - causes UMaterialInstanceDynamic to have a valid LightingGuid so they can be used in lighting builds

Change 3089703 on 2016/08/15 by Daniel.Wright

	Custom expression fixup for View.RenderTargetSize

Change 3090546 on 2016/08/16 by Daniel.Wright

	Hopeful fix for recycled snapshot view crash

Change 3091202 on 2016/08/16 by Daniel.Wright

	Manually clear FViewInfo::CachedViewUniformShaderParameters on creating a snapshot, since memcpy is used to create the snapshot view

[CL 3091931 by Gil Gribb in Main branch]
2016-08-17 11:38:13 -04:00
Matt Kuhlenschmidt
67a0d73fa0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3051464 on 2016/07/15 by Nick.Darnell

	Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map.  Some UI improvements, easier access to the automation system.  Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.

Change 3051465 on 2016/07/15 by Nick.Darnell

	Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.

Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt

	Fixed material editor viewport messages being blocked by viewport toolbar

Change 3052025 on 2016/07/15 by Nick.Darnell

	Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.

Change 3053508 on 2016/07/18 by Stephan.Jiang

	Copy,Cut,Paste tracks, not for mastertracks yet.

	#UE-31808

Change 3054723 on 2016/07/18 by Stephan.Jiang

	Small fixes for typo & comments

Change 3055996 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received

Change 3056106 on 2016/07/19 by Trung.Le

	Back out changelist 3055996. Build break.

Change 3056108 on 2016/07/19 by Stephan.Jiang

	Updating "SoundConcurrency" asseticon

Change 3056389 on 2016/07/19 by Trung.Le

	PIE: No longer auto resume game in PIE on focus received
	#jira UE-33339

Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt

	More perf selection improvements:
	- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path

Change 3056758 on 2016/07/19 by Stephan.Jiang

	Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.

Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt

	Another fix for selecting lots of objects taking forever.  This one is due to repeated Modify calls if there are groups in the selection.  Each group actor selected iterates through each object selected during USelection::Modify!

Change 3057635 on 2016/07/20 by Stephan.Jiang

	Updating visual logger icon UI

Change 3057645 on 2016/07/20 by Richard.TalbotWatkin

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3057868 on 2016/07/20 by Richard.TalbotWatkin

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.

	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.

	- Added a custom version for SplineComponent and provded serialization fixes.

	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.

	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.

	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.

	- Allowed an explicit loop point to be specified for closed splines.

	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.

	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.

	- Fixed the logic which determines whether the UCS has modified the spline curves.

	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.

	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.

	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3057895 on 2016/07/20 by Richard.TalbotWatkin

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3057966 on 2016/07/20 by Richard.TalbotWatkin

	Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport

Change 3058009 on 2016/07/20 by Richard.TalbotWatkin

	Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.

Change 3058047 on 2016/07/20 by Stephan.Jiang

	Fixing error on previous CL: 3056758
	(extra qualification)

Change 3058266 on 2016/07/20 by Nick.Darnell

	Automation - Work continues on automation integrating some ideas form a licensee.  Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things.  The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.

Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt

	PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)

Change 3059214 on 2016/07/21 by Richard.TalbotWatkin

	Further fixes to visualizers following Component Visualizer API change.

Change 3059260 on 2016/07/21 by Richard.TalbotWatkin

	Template specialization not allowed in class scope, but Visual Studio allows it anyway.  Fixed for clang.

Change 3059543 on 2016/07/21 by Stephan.Jiang

	Changeing level details icon

Change 3059732 on 2016/07/21 by Stephan.Jiang

	Directional Light icon update

Change 3060095 on 2016/07/21 by Stephan.Jiang

	Directional Light editor icon asset changed

Change 3060129 on 2016/07/21 by Nick.Darnell

	Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes.  This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.

Change 3061735 on 2016/07/22 by Stephan.Jiang

	Improve UMG replace with in HierarchyView function

	#UE-33582

Change 3062059 on 2016/07/22 by Stephan.Jiang

	Strip off "b" in propertyname in replace with function for tracks.

Change 3062146 on 2016/07/22 by Stephan.Jiang

	checkin with CL: 3061735

Change 3062182 on 2016/07/22 by Stephan.Jiang

	Change both animation bindings' widget name when renameing the widget so the slot content is still valid

Change 3062257 on 2016/07/22 by Stephan.Jiang

	comments

Change 3062381 on 2016/07/22 by Nick.Darnell

	Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.

Change 3062924 on 2016/07/25 by Chris.Wood

	Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.

	This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570

Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)

Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt

	PR #2619: added a search box to ModuleUI (Contributed by straymist)

Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt

	Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.

	https://jira.ol.epicgames.net/browse/UE-33651
	#jira UE-33651

Change 3063091 on 2016/07/25 by Alex.Delesky

	#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.

Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Fix large FName creation time when selecting thousands of objects

Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt

	Selection Perf:
	- Modified how USelection stores classes.  Classes are now in a  TSet and can be accessed efficiently using IsClassSelected.  The old unused way of checking if a selection has a class by iterating through them is deprecated
	- USelection no longer directly checks if an item is already selected with a costly n^2 search.  The check is done by using the already existing UObject selected annotation
	- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels.  This is now left up to the caller to avoid
	- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached.  If a read address list is not passed in we'll not attempt to the work to populate it
	- Removed expensive checking for brush actors when any actor is selected

Change 3063749 on 2016/07/25 by Stephan.Jiang

	Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()

	#jira UE-33711

Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3064612 on 2016/07/26 by Alex.Delesky

	#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.

Change 3064647 on 2016/07/26 by Alexis.Matte

	#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.

Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt

	Fixed typo

Change 3064795 on 2016/07/26 by Jamie.Dale

	Fixed typo in FLocalizationModule::GetLocalizationTargetByName

	#jira UE-32961

Change 3066461 on 2016/07/27 by Jamie.Dale

	Enabled stable localization keys

Change 3066463 on 2016/07/27 by Jamie.Dale

	Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes

Change 3066467 on 2016/07/27 by Jamie.Dale

	Updated internationalization archives to store translations per-identity

	This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.

	Major changes:
	 - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
	 - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
	 - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
	 - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
	 - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.

	Workflow changes:
	 - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
	 - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
	 - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
	 - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).

	Format changes:
	 - The archive version was bumped to 2.
	 - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.

	#jira UETOOL-897
	#jira UETOOL-898
	#jira UE-29481

Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt

	Attempt to fix linux compilation

Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed data tables with structs crashing due to recent editor selection optimizations

Change 3066886 on 2016/07/27 by Jamie.Dale

	Added required data to accurately detect TZ (needed for DST)

	#jira UE-28511

Change 3067122 on 2016/07/27 by Jamie.Dale

	Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).

	Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.

Change 3067227 on 2016/07/27 by Jamie.Dale

	Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)

Change 3067313 on 2016/07/27 by Richard.TalbotWatkin

	Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
	#jira UE-33669 - Crash in Dev-Editor

Change 3067736 on 2016/07/27 by Stephan.Jiang

	Border changes for experimental classes warning

Change 3067769 on 2016/07/27 by Stephan.Jiang

	HERE BE DRAGONS

	for experimental class warning

	#UE-33780

Change 3068192 on 2016/07/28 by Alexis.Matte

	#jira UE-33586 make sure we remove any false warning when running fbx automation test.

Change 3068264 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068293 on 2016/07/28 by Alex.Delesky

	#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.

Change 3068481 on 2016/07/28 by Stephan.Jiang

	Adding Options to show/hide soft & hard references & dependencies in References Viewer

	#jira UE-33746

Change 3068585 on 2016/07/28 by Richard.TalbotWatkin

	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.

Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt

	Fixed some issues with the selected classes not updating when objects are deselected

Change 3069335 on 2016/07/28 by Jamie.Dale

	Fixed unintended error when trying to load a manifest/archive that didn't exist
	Fixed a warning when trying to load a PO file that didn't exist

Change 3069408 on 2016/07/28 by Alex.Delesky

	#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.

Change 3069878 on 2016/07/29 by Jamie.Dale

	Fixed include casing

	#jira UE-33910

Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt

	PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)

Change 3071813 on 2016/08/01 by Jamie.Dale

	Fixed include casing

	#jira UE-33936

Change 3072043 on 2016/08/01 by Jamie.Dale

	Fixed FText formatting of pre-Gregorian dates

	We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.

	#jira UE-14504

Change 3072066 on 2016/08/01 by Jamie.Dale

	PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)

Change 3072149 on 2016/08/01 by Jamie.Dale

	We no longer use the editor culture when running with -game

Change 3072169 on 2016/08/01 by Richard.TalbotWatkin

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3072221 on 2016/08/01 by Jamie.Dale

	Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor

	#jira UE-33001

Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt

	Added ability to vsync the editor.  Disabled by default.  Set r.VSyncEditor to 1 to enable it.

	Reimplemented this change from the siggraph demo stream

Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt

	Removed unused code as suggested by a pull request

Change 3073750 on 2016/08/02 by Richard.TalbotWatkin

	Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.

Change 3073789 on 2016/08/02 by Jamie.Dale

	Added a way to mark text in text properties as culture invariant

	This allows you to flag properties containing text that doesn't need to be gathered.

	#jira UE-33713

Change 3073825 on 2016/08/02 by Stephan.Jiang

	Material Editor: Highligh all Nodes connect to an input.

	#jira UE-32502

Change 3073947 on 2016/08/02 by Stephan.Jiang

	UMG Project settings to show/hide different classes and categories in Palette view.

	--under Project Settings ->Editor->UMG Editor

Change 3074012 on 2016/08/02 by Stephan.Jiang

	Minor changes and comments for CL: 3073947

Change 3074029 on 2016/08/02 by Jamie.Dale

	Deleting folders in the Content Browser now removes the folder from disk

	#jira UE-24303

Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt

	Added missing stats to track pooled vertex and index buffer cpu memory
	A new slate allocator was added to track memory usage for this case.

Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt

	Renamed a few slate stats for consistency

Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt

	Moved geometry cache asset type to the animation category.  It is not a basic asset type

Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt

	Fix a few padding and sizing issues

Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt

	Settings UI improvements
	* Added the ability to search through all settings at once
	* Settings files which are not checked out are no longer grayed out.  The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly

	-------
	* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class.  This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
	*  Each top level object in a details panel will get their own customization instance.  This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
	*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.

Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt

	Removed FBX scene as a top level option in asset filter menu in the content browser.

Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt

	Mac warning fix

Change 3075603 on 2016/08/03 by Nick.Darnell

	Adding two new plugins to engine, one for editor and one for runtime based testing.  Currently the only consumer of these plugins is going to be the EngineTest project.

Change 3075605 on 2016/08/03 by Nick.Darnell

	Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.

Change 3076084 on 2016/08/03 by Jamie.Dale

	Added basic support for localizing plugins

	You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.

	You need to define the localization targets your plugin uses in its .uplugin file, eg)

		"LocalizationTargets": [
			{
				"Name": "Paper2D",
				"LoadingPolicy": "Always"
			}
		]

	"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.

	"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).

	UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).

	UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.

	#jira UE-4217

Change 3076123 on 2016/08/03 by Stephan.Jiang

	Extend "Select all input nodes" function to general blueprint editor

Change 3077103 on 2016/08/04 by Jamie.Dale

	Added support for underlined text rendering (including with drop-shadows)

	FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.

	FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).

	This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.

Change 3077842 on 2016/08/04 by Jamie.Dale

	Fixed fallout from API changes

Change 3077999 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078000 on 2016/08/04 by Trung.Le

	Categories VREditor-specific UMG widget assets as "VR Editor"
	#jira UE-34134

Change 3078056 on 2016/08/04 by Nick.Darnell

	Build - Fixing a mac compiler warning, reodering constructor initializers.

Change 3078813 on 2016/08/05 by Nick.Darnell

	Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.

Change 3078818 on 2016/08/05 by Nick.Darnell

	Additional rename and cleanup associated with test moving.

Change 3078819 on 2016/08/05 by Nick.Darnell

	Removing the Oculus performance automation test, not running, and was unclaimed.

Change 3078842 on 2016/08/05 by Nick.Darnell

	Continued reorganizing tests.

Change 3078897 on 2016/08/05 by Nick.Darnell

	Additional changes to get some moved tests compiling

Change 3079157 on 2016/08/05 by Nick.Darnell

	Making it possible to browse provider names thorugh the source control module interface.

Change 3079176 on 2016/08/05 by Stephan.Jiang

	Add shortcut Ctrl+Shift+Space to rotate through different viewport options

	#jira UE-34140

Change 3079208 on 2016/08/05 by Stephan.Jiang

	Fix new animation name check in UMG

Change 3079278 on 2016/08/05 by Nick.Darnell

	Fixing the build

Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3081155 on 2016/08/08 by Nick.Darnell

	Fixing some issues with the editor tests / runtime tests under certain build configs.

Change 3081243 on 2016/08/08 by Stephan.Jiang

	Add gesture in LevelViewport to switch between Top/Bottom...etc.

Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt

	Work around animations not playing in paragon due to bsp rebuilds (UE-34391)

Change 3082254 on 2016/08/09 by Stephan.Jiang

	DragTool_ViewportChange init changes

[CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
Matthew Griffin
1fa8a231ea Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

Change 3072915 on 2016/08/01 by Nick.Whiting

	Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh

	#jira UE-34044

Change 3072891 on 2016/08/01 by Nick.Whiting

	Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers

	#jira UE-33579

Change 3072885 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	Continued - adding missing file.

	#jira UE-32876

Change 3072869 on 2016/08/01 by Ori.Cohen

	Fix CIS

	#jira UE-3402

Change 3072862 on 2016/08/01 by Josh.Adams

	- Fixed case issue for Linux
	#jira UE-34020

Change 3072818 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	#jira UE-32876

Change 3072756 on 2016/08/01 by John.Billon

	Fixed crash when setting a composite texture on a render target cube.
	#Jira UE-33885

Change 3072755 on 2016/08/01 by John.Billon

	Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
	#Jira UE-33574

Change 3072753 on 2016/08/01 by John.Billon

	Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
	#Jira UE-32565
	#Jira UE-29528

Change 3072665 on 2016/08/01 by Ben.Marsh

	Fix parse errors in BuildGraph example script.

Change 3072664 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072620 from Dev-Blueprints.

	Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.

	#jira UE-29631

Change 3072656 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072614 from Dev-Blueprints.

	Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.

	#jira UE-29613

Change 3072649 on 2016/08/01 by Mike.Beach

	Mirrors CL 3071292 from Dev-Blueprints.

	Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).

	#jira UE-29631

Change 3072568 on 2016/08/01 by Phillip.Kavan

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)

	Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).

	#jira UE-32780

Change 3072565 on 2016/08/01 by Rolando.Caloca

	UE4.13 - More info to track down crash with missing Primitive uniform buffer
	#jira UE-33418

Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt

	Fix hovering broken in the details panel
	#jira UE-20903

Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt

	Removed nested list views in a details panel customization which  caused the scrollbar in the details panel to become unusable
	#jira UE-20903

Change 3072479 on 2016/08/01 by Ori.Cohen

	Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision

	#JIRA UE-34023

Change 3072438 on 2016/08/01 by Chris.Wood

	Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
	[UE-33943] - Crash Report Client window not opening in a packaged build

	#jira UE-33943
	#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher

Change 3072360 on 2016/08/01 by Chris.Babcock

	Enable Google Play Games for ARM64 on Android
	#jira UE-34031
	#ue4
	#android

Change 3072337 on 2016/08/01 by Mitchell.Wilson

	Saving multiple files from VR template to resolve empty engine version warnings.
	#jira UE-33937

Change 3072302 on 2016/08/01 by Lina.Halper

	Fix issue where weight doesn't update correctly while updating list

	#jira: UE-33023

Change 3072250 on 2016/08/01 by Lina.Halper

	Add error message when rename failed

	#jira: UE-33661

Change 3072103 on 2016/08/01 by Lina.Halper

	- Undid previous propagating change of morphtarget - Refresh function
	- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size

	#code review: Rolando.Caloca
	#jira: UE-33923

Change 3072062 on 2016/08/01 by Jurre.deBaare

	Static Mesh Editor and Persona viewport are very dark
	#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
	#jira UE-33945

Change 3072061 on 2016/08/01 by Jurre.deBaare

	Incorrect importing of morph target weights when setting the percentage bases option on import
	#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
	#jira UE-34003

Change 3072052 on 2016/08/01 by Chris.Babcock

	Vulkan extension fixes for Android
	#jira UE-32943
	#ue4
	#android

Change 3072039 on 2016/08/01 by Mitchell.Wilson

	Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
	#jira UE-33843

Change 3072003 on 2016/08/01 by Rob.Cannaday

	Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
	#jira UE-34008

Change 3071942 on 2016/08/01 by Matthew.Griffin

	Adding feature pack for TP_VirtualRealityBP

Change 3071937 on 2016/08/01 by Max.Chen

	Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.

	#jira UE-32918

Change 3071932 on 2016/08/01 by Dmitry.Rekman

	Linux: fix launch on (UE-33934)

	#tests Tested launching on a native host.
	#jira UE-33934

	(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3071926 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed exponential slowdown when restoring selection states

	#jira UE-33918

Change 3071917 on 2016/08/01 by Mitchell.Wilson

	Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
	#jira UE-15196

Change 3071914 on 2016/08/01 by Allan.Bentham

	Fix for incorrect feature level when using networked PIE.
	#jira UE-25807

Change 3071894 on 2016/08/01 by Andrew.Rodham

	Sequence Recorder: CIS fix
	#jira UE-31277

Change 3071884 on 2016/08/01 by phillip.patterson

	Updated UMG_Invalidation.uasset to Include Combo Box Test

	#jira UE-29618

Change 3071869 on 2016/08/01 by Mitchell.Wilson

	Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
	#jira UE-33714

Change 3071868 on 2016/08/01 by phillip.patterson

	Added UMG_Invalidation.uasset for a test case

	#jira UE-29618

Change 3071855 on 2016/08/01 by Jurre.deBaare

	Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
	#fix Recompiled zlib to be correct debug version
	#jira UE-27576

Change 3071853 on 2016/08/01 by Jurre.deBaare

	Fix issue with debug asserts not compiling correctly
	#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
	#jira UE-33989

Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt

	Added guards against force deleting objects garbage collecting  objects while they are being deleted.  This will still ensure in an attempt to isolate the actual issue.
	#jira UE-33013

Change 3071849 on 2016/08/01 by Tom.Looman

	Resaved content files with engine version for VR Template

	#jira ue-33325

Change 3071822 on 2016/08/01 by Mitchell.Wilson

	Adding crosshair to WeapLauncher when not sighted in.
	#jira UE-30617

Change 3071798 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed various issues to do with recording attached components

	There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.

	#jira UE-30574
	#jira UE-31277

Change 3071789 on 2016/08/01 by Tom.Looman

	Fixed warning of missing gamemode in VR Template.

	#jira ue-33325

Change 3071787 on 2016/08/01 by Mitchell.Wilson

	Cleared material interface on Neutral.uasset to resolve a warning.
	#jira UE-33957

Change 3071784 on 2016/08/01 by Robert.Manuszewski

	Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.

	#jira UE-33692
	#jira UE-33814

Change 3071746 on 2016/08/01 by Tom.Looman

	Added config.ini for Feature Pack creation to VR Template

	#jira ue-33325

Change 3071694 on 2016/08/01 by Robert.Manuszewski

	Fixing crash after opening edit config data for remote build then packaging

	#jira UE-33719

Change 3071660 on 2016/08/01 by Dmitriy.Dyomin

	Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
	Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
	#jira UE-30104

Change 3071657 on 2016/08/01 by Matthew.Griffin

	Excluded TP_VirtualRealityBP Template from Mac Binary builds.

Change 3071651 on 2016/08/01 by Tom.Looman

	Removed config.ini ref from content.txt

	#jira UE-33325

Change 3071645 on 2016/08/01 by Jurre.deBaare

	Merge Actor Tool missing option to deselect Export Specific LOD
	#fix Added the ability to export a specific LOD or all LODs for the selected objects
	#jira UE-33100

	Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
	#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
	#jira UE-29976

Change 3071608 on 2016/08/01 by Thomas.Sarkanen

	Bringing hitch tracking fix over from Orion.

	Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs

	#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)

Change 3071606 on 2016/08/01 by Matthew.Griffin

	Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
	#jira UE-33959

Change 3071584 on 2016/08/01 by Matthew.Griffin

	Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
	Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
	#jira UE-23720

Change 3071479 on 2016/07/31 by Dmitriy.Dyomin

	Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
	Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
	Merged from Dev-Mobile CL# 3057039
	#jira UE-32774

Change 3071478 on 2016/07/31 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3071282 on 2016/07/30 by Max.Chen

	Cine Camera Actor: CIS fix

	#jira UE-33805

Change 3071272 on 2016/07/30 by Max.Chen

	Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.

	#jira UE-33805

Change 3071229 on 2016/07/30 by Ben.Marsh

	Fix static analysis warning.

Change 3071077 on 2016/07/29 by Max.Chen

	Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.

	#jira UE-33432

Change 3071076 on 2016/07/29 by Max.Chen

	Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.

	#jira UE-33078

Change 3071070 on 2016/07/29 by Max.Chen

	Sequence Recorder: Record actors as possessables

	Added GetWorld() check when resolving bindings in case the world is being torn down.

	Copy from Dev-Sequencer

	#jira UE-33969

Change 3071069 on 2016/07/29 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139

Change 3071058 on 2016/07/29 by Max.Chen

	Sequencer: Tweak track colors

	Audio track brighter
	Transform, bool, event tracks less saturated
	Recording subsection more saturated
	Fade track gradient

	Copy from Dev-Sequencer

	#jira UE-33968

Change 3071057 on 2016/07/29 by Max.Chen

	Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.

	Copy from Dev-Sequencer

	#jira UE-33967

Change 3071004 on 2016/07/29 by Lauren.Ridge

	Fix for crash on color picker summon due to null SWindow #rb chris.gagnon

	#jira UE-33966

Change 3070956 on 2016/07/29 by Chris.Babcock

	Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
	#jira UE-33607
	#ue4
	#android

Change 3070807 on 2016/07/29 by Nick.Darnell

	Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.

	#jira UE-30481

Change 3070779 on 2016/07/29 by Rob.Cannaday

	Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
	Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
	#jira UE-33922

Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#jira UE-33914

Change 3070764 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278. (resubmitted as edit)

	#jira UE-20581

Change 3070757 on 2016/07/29 by Nick.Darnell

	Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch.  Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.

	#jira UE-33450

Change 3070741 on 2016/07/29 by Phillip.Kavan

	Back out previous submit (forgot to convert to edit).

	#jira UE-20581

Change 3070737 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278.

	#jira UE-20581

Change 3070695 on 2016/07/29 by Ryan.Vance

	#jira UE-32145
	We were using the wrong texture format for the rift ogl bridge.
	Removed derived ogl bridge destructor to fix assert.
	Based on CL 3069701 from Oculus

Change 3070632 on 2016/07/29 by Mitchell.Wilson

	Rebuilt lighting for SubwaySequencer
	#jira UE-33564

Change 3070620 on 2016/07/29 by Chris.Babcock

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3070586 on 2016/07/29 by phillip.patterson

	Updating Sequencer_Focus for test case

	#jira UE-29618

Change 3070539 on 2016/07/29 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)

	#jira UE-33463

Change 3070538 on 2016/07/29 by Mitchell.Wilson

	Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
	#jira UE-29730

Change 3070467 on 2016/07/29 by Lauren.Ridge

	Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker

	#jira UE-33920
	#jira UE-33769

Change 3070460 on 2016/07/29 by Lauren.Ridge

	Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker

	#jira UE-32413

Change 3070455 on 2016/07/29 by Lauren.Ridge

	Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker

	#jira UE-33635

Change 3070404 on 2016/07/29 by John.Pollard

	Fix: Console command "Open" crashes with dedicated server settings

	#jira UE-32511

Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt

	Fix incorrect tooltip for the lerp instruction in the material editor

	#jira UE-33896

Change 3070376 on 2016/07/29 by Ryan.Vance

	#jira UEVR-32
	Support base and neo multi-view vertex shaders on ps4.
	Compile both base and neo versions of the multi-view enabled vertex shaders.
	Pack them together in the resulting shader code.
	Unpack them and load the correct version when creating the vertex shader instance.

Change 3070345 on 2016/07/29 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3070315 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)
	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3070314 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3070272 on 2016/07/29 by Jon.Nabozny

	Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.

	#jira UE-33944

Change 3070235 on 2016/07/29 by Mitchell.Wilson

	Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
	#jira UE-32742

Change 3070221 on 2016/07/29 by Jurre.deBaare

	HLOD: The forced viewing level slider does not stay in sync after building a cluster
	#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
	#jira UE-32187

Change 3070218 on 2016/07/29 by Jurre.deBaare

	HLOD: Shadow logic in ALODActor is messed up
	#fix Moved shadow determination logic
	#jira UE-31753

Change 3070212 on 2016/07/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
	#jira UE-30384

Change 3070176 on 2016/07/29 by Jurre.deBaare

	Some post processing features in Preview Scene Settings do not update immediately
	#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
	#jira UE-33895

Change 3070175 on 2016/07/29 by Jurre.deBaare

	Static Mesh Editor does not display Vertex Colors in Lit mode
	#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
	#jira UE-32977

Change 3070163 on 2016/07/29 by Chris.Wood

	Changed log warnings to info when WinSAT assessment unavailable
	[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
	#jira UE-30198

	trivial change

Change 3070154 on 2016/07/29 by Matthew.Griffin

	Removed exceptions for IOS .a files now we are building code projects
	Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
	#jira UE-33868

Change 3070124 on 2016/07/29 by Alex.Delesky

	#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.

Change 3070060 on 2016/07/29 by Chris.Wood

	Fixed command line argument saved to crash reports and used to restart crash processes
	[UE-30665] - CrashReporterClient send and restart does not reopen the project
	#jira UE-30665

	trivial re-add of a line lost in a confusing merge.

Change 3070035 on 2016/07/29 by Allan.Bentham

	Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
	Allows device profiles to disable vulkan and/or ES3.1.
	#jira UE-33379

Change 3070027 on 2016/07/29 by Tom.Looman

	Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)

	#jira UE-33325

Change 3070009 on 2016/07/29 by James.Golding

	Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
	#jira UE-32395

Change 3070007 on 2016/07/29 by James.Golding

	Fix highlight when searching Anim Curves
	#jira UE-33073

Change 3070002 on 2016/07/29 by James.Golding

	Fix complex collision drawing in StaticMesh Editor
	#jira UE-33062

Change 3069998 on 2016/07/29 by Jon.Nabozny

	Fix AShooterCharacter heavy breathing even when running but not moving.

	#jira UE-32398

Change 3069980 on 2016/07/29 by James.Golding

	Add UV support to ProcMeshComp collision
	Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
	Move ProceduralMeshComponent out of 'experimental'
	#jira UE-29850, UE-33003

Change 3069970 on 2016/07/29 by James.Golding

	Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
	#jira UE-32819

Change 3069969 on 2016/07/29 by Andrew.Porter

	Adding movie test content to NotForLicensee.

	#jira UE-29618

Change 3069962 on 2016/07/29 by Chris.Wood

	Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
	[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
	#jira UE-31820

	Affects Core and CrashReportClient.
	Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
	Added project-specific values to engine config with defaults set in BaseEngine.ini.
	Added overrides to Orion config.

Change 3069908 on 2016/07/29 by Jurre.deBaare

	Saving assets with UGS build, fixes build warnings
	#jira UE-123

Change 3069889 on 2016/07/29 by Jurre.deBaare

	Build fix for -game builds (missing WITH_EDITOR ifdef)
	#jira UE-123

Change 3069877 on 2016/07/29 by Allan.Bentham

	Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
	Fixed issue that prevented settings editor saving out array property changes.

	#jira UE-33379

Change 3069872 on 2016/07/29 by Jurre.deBaare

	Added option to disable post processing option in preview scene
	Inverted normals on the sky sphere (asset change)

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Small optimizations and now only save the data on closing of the preview scene tab
	#jira UE-33496

	Persona floor offset not being correct
	#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
	#jira UE-32278

	Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
	#fix I will now hide the environment and O the floor
	#jira UE-33498

	Directional light rotation not saved with advanced preview scene profiles
	#fix Now does :)
	#jira UE-33619

Change 3069838 on 2016/07/29 by Luke.Thatcher

	Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
	#jira UE-33671

Change 3069440 on 2016/07/28 by patrickr.donovan

	#jira UE-29618
	Test content for AA and materials with tessellation enabled and absolute world position material function.

Change 3069148 on 2016/07/28 by Lina.Halper

	Morphtarget deletion crash

	#jira: UE-33851
	#code review: Roalndo.caloca

Change 3069144 on 2016/07/28 by Michael.Trepka

	Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj

	#jira UE-31863

Change 3069021 on 2016/07/28 by Dmitry.Rekman

	Linux: a number of small fixes from pull requests.

	- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
	- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
	- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
	- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
	- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)

	#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects).  No tests done for arch/suse changes.

	#jira UE-24848
	#jira UE-27742
	#jira UE-27894
	#jira UE-29781
	#jira UE-30452

	(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3068867 on 2016/07/28 by Mike.Fricker

	Mesh Paint: Fixed various bugs
	- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
	- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
	- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
	- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
	- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)

	#jira UE-33554
	#jira UE-33550
	#jira UE-33551
	#jira UE-33621

Change 3068758 on 2016/07/28 by Mitchell.Wilson

	Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
	#jira UE-33684

Change 3068733 on 2016/07/28 by Ori.Cohen

	Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)

	#JIRA UE-32630

Change 3068713 on 2016/07/28 by Lina.Halper

	#Checking in Benn G's fix

	 Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).

	#jira UE-33633
	#code review: Benn.Gallagher

Change 3068580 on 2016/07/28 by John.Pollard

	Disable hot reloading when using single process MP PIE

	Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players

	#jira UE-30516

Change 3068550 on 2016/07/28 by Jurre.deBaare

	Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
	#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
	#jira UE-31886

Change 3068549 on 2016/07/28 by Jurre.deBaare

	Merged static meshes stop reaction to the Trace Complex on Move flag.
	#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
	#jira UE-30403

Change 3068548 on 2016/07/28 by Jurre.deBaare

	Merge Actor tool can no longer merge just materials for an actor
	#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
	#jira UE-32797

Change 3068547 on 2016/07/28 by Jurre.deBaare

	Make sure the advanced preview scene tab is shown by default
	#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
	#jira UE-33499

Change 3068546 on 2016/07/28 by Jurre.deBaare

	Textures created from generating proxy meshes have incorrect compression format on tooltip

	#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
	#jira UE-30365

Change 3068543 on 2016/07/28 by Danny.Bouimad

	#jira UE-29618
	Made useability changes to the Phsyical Animation Profile Map

Change 3068407 on 2016/07/28 by Mitchell.Wilson

	Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
	#jira UE-33684

Change 3068403 on 2016/07/28 by Ben.Marsh

	Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.

	#jira UE-33459

Change 3068358 on 2016/07/28 by Martin.Wilson

	Set default compression to NoClear as None is not a valid compression

	#jira UE-31958

Change 3068346 on 2016/07/28 by Benjamin.Hyder

	Updating TM-ContactShadows to include static meshes

	#jira UE-29618

Change 3068336 on 2016/07/28 by Martin.Wilson

	Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).

	#jira UE-32101

Change 3068321 on 2016/07/28 by Martin.Wilson

	Export bone selection widgets so that other modules can use them

	#Jira UE-30361

Change 3068316 on 2016/07/28 by Martin.Wilson

	Expose Root Motion Mode

	#jira UE-14431

Change 3068307 on 2016/07/28 by Benjamin.Hyder

	Rebuilding lighting in QA-Materials

	#jira UE-29618

Change 3068299 on 2016/07/28 by Benjamin.Hyder

	Renaming TM_Noise to TM-Noise

	#jira UE-29618

Change 3068285 on 2016/07/28 by Martin.Wilson

	Remove option to clear compression on animation sequences

	#jira UE-31957

Change 3068282 on 2016/07/28 by Benjamin.Hyder

	Re-Saving QA-Materials to remove log spam

	#jira UE-29618

Change 3068271 on 2016/07/28 by Martin.Wilson

	Add check to highlight recursion issue caused by game code

	#jira UE-31417

Change 3068259 on 2016/07/28 by Jamie.Dale

	Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types

	#jira UE-31709

Change 3068257 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068204 on 2016/07/28 by Nick.Darnell

	Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.

	Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.

	UMG - Further refinements and improvements to the Widget Interaction Component.  This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.

	#jira UE-33845

Change 3068197 on 2016/07/28 by Martin.Wilson

	Fix abstract notify state classes showing up in create menu

	#jira UE-33864

	Fix copy paste notifies introducing cross animation references

	#jira UE-32801

Change 3068183 on 2016/07/28 by Matthew.Griffin

	Remove hard coded staging for Crash Reporter and use its receipt instead
	#jira UE-33800

Change 3068097 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
	#jira UE-22679

Change 3068074 on 2016/07/28 by Matthew.Griffin

	Added DDC nodes to list of content/shader modifiers for notifications

Change 3068053 on 2016/07/28 by Jack.Porter

	After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components

	#jira UE-5335

Change 3068043 on 2016/07/28 by Jack.Porter

	Fix crash in mobile preview when selecting objects during shader compilation

	#jira UE-33862

Change 3068031 on 2016/07/28 by Gareth.Martin

	Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
	#jira UE-33708

Change 3068030 on 2016/07/28 by Gareth.Martin

	Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
	#jira UE-20476

Change 3068029 on 2016/07/28 by Gareth.Martin

	Fixed landscape "continuous" sculpting not working in multiple viewports
	- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
	#jira UE-32347

Change 3068013 on 2016/07/28 by Thomas.Sarkanen

	Added a tick dependency for slave components

	Ensures that slave components always get ticked after master components.
	Prevents potential main thread stall updating morph targets in slave components.

	#jira UE-23045 - Slave components could benefit from a tick dependency on master components

Change 3068011 on 2016/07/28 by Thomas.Sarkanen

	Added space bar as a shortcut to play/pause animation playback in Persona

	#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause

Change 3068009 on 2016/07/28 by Thomas.Sarkanen

	Multi-arg console commands now accept string commands with or without quotes

	Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
	Removed old legacy code designed to fix trailing string params not being parsed correctly.
	Updated some NULLs to nullptr.

	#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks

Change 3067854 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
	#jira UE-33440

Change 3067831 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Landscape GrassType does not have the option to exclude Decals
	#jira UE-26669

Change 3067826 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
	Also fixed Replace foliage type case
	#jira UE-32010

Change 3067824 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
	#jira UE-24767

Change 3067794 on 2016/07/27 by Jack.Porter

	Expose Lighting Channels to Foliage and Landscape Grass

	#jira UE-32794

Change 3067782 on 2016/07/27 by Jack.Porter

	Fixed crash on device when playing sounds when packaged using Android_Multi

	#jira UE-31981

Change 3067760 on 2016/07/27 by Jack.Porter

	Fixed issue where  landscape flatten target grid preview is displayed on wrong landscape when switching landscape target

	#jira UE-11756

Change 3067748 on 2016/07/27 by Dmitry.Rekman

	Linux: fix packaged projects not being runnable (UE-33608).

	- Added a shell script to run the binary.

	#jira UE-33608

	(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3067512 on 2016/07/27 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements (first two items)
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
	https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
	Unshelved from pending changelist '3065760 (UE4/Dev-VR)
	-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
	-Known issue: some tracker location popping during reconnect.  I will try to fix that next.
	#jira UEVR-13
	#review-3066558 @chad.taylor

Change 3067511 on 2016/07/27 by Jeff.Fisher

	Duplicating 3058093 (UE4/Dev-VR)
	Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
	#jira UEVR-13

Change 3067488 on 2016/07/27 by Ori.Cohen

	Make the UI more clear for which physical animation is currently being editted.

	#JIRA UE-33332

Change 3067481 on 2016/07/27 by Chris.Babcock

	AAR support and updating libraries:
	- Google Play Games native C++ SDK 2.1
	- Google Play Services 9.2.0
	- android-support-v4.jar 23.0.0
	#jira UEPLAT-1251
	#jira UE-19190
	#ue4
	#android

Change 3067478 on 2016/07/27 by Ori.Cohen

	Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings

	#JIRA UE-33276, UE-33331

Change 3067474 on 2016/07/27 by Ori.Cohen

	Make it so property index comes in on reset of array value and duplication (From Matt.K)

	#JIRA UE-33276

Change 3067457 on 2016/07/27 by Ori.Cohen

	Fix currently highlighted text in physics profiles being copied over when chaing current profile

	#JIRA UE-33282

Change 3067451 on 2016/07/27 by Ori.Cohen

	Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain

	#JIRA UE-32531

Change 3067443 on 2016/07/27 by Ori.Cohen

	Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
	Mark the component as experimental and only expose valid functions into construction script

	#JIRA UE-33656

Change 3067439 on 2016/07/27 by Ori.Cohen

	Added more logging info for potential fixed framerate negative delta time crash

	#JIRA UE-32219

Change 3067348 on 2016/07/27 by mason.seay

	Updating map to have hit events test.

	#jira UE-29618

Change 3067342 on 2016/07/27 by Mitchell.Wilson

	Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
	#jira UE-15698

Change 3067332 on 2016/07/27 by Dmitry.Rekman

	Fix for libstdc++ problems (UE-33584).

	#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.

	#JIRA UE-33584

	(Redoing CL 3065551 from Dev-Platform).

Change 3067262 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly

	#tests: PIE/compile editor build/noneditor
	#jira: UE-33477

Change 3067228 on 2016/07/27 by Lina.Halper

	This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.

	#jira: UE-29880

Change 3067168 on 2016/07/27 by Lina.Halper

	DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game
	#jira: UE-33454

Change 3067162 on 2016/07/27 by Lina.Halper

	pose asset source animation/animation asset preview pose now have proper skeleton filter

	#jira: UE-32607

Change 3067160 on 2016/07/27 by Lina.Halper

	Fix issue with preview curve not working when no asset

	#jira: UE-33402

Change 3067138 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3067129 on 2016/07/27 by Lina.Halper

	DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
	#tests: Jump_Recovery_Additive, PIE
	#jira: UE-33477

Change 3067128 on 2016/07/27 by Michael.Trepka

	Copy of CL 3062046

	PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS

	#jira UE-33683

Change 3067104 on 2016/07/27 by Lina.Halper

	DUPEFIX: Support different samplerate for reimport with set range

	#jira: UE-16027

Change 3067093 on 2016/07/27 by Lina.Halper

	DUPE FIX: Fix baking is applied twice in the new created animation

	#jira: UE-31120

Change 3067088 on 2016/07/27 by Lina.Halper

	Fix issues with rename/delete of the curves

	#jira: UE-33663, UE-33730, UE-33661, UE-33662

Change 3066795 on 2016/07/27 by Mark.Satterthwaite

	Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
	#jira UE-33778

Change 3066788 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3066338:
	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066786 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3064743:
	Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
	#jira UE-33827
	#jira FORT-27685

Change 3066768 on 2016/07/27 by samuel.proctor

	Updated child blueprint used for profiler testing

	#jira UE-29618

Change 3066733 on 2016/07/27 by samuel.proctor

	Refreshed broken node in profiler test asset

	#jira UE-29618

Change 3066670 on 2016/07/27 by Sam.Deiter

	#Jira UEDOC-3139 Adding the blending tool tip images.

Change 3066669 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063329:
	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3066668 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063327:
	Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
	#jira UE-32068

Change 3066625 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3062160:
	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3066624 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063328:
	Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
	#jira UE-33820

Change 3066589 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3060590 to fix UE-33819:
	Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
	#jira UE-33819

Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed Reset to default not updating when selecting new assets

	#jira UE-33817

Change 3066509 on 2016/07/27 by mason.seay

	Phys material needed for TM-SliceProcMesh

	#jira UE-29618

Change 3066500 on 2016/07/27 by mason.seay

	Rebuilt lighting

	#jira UE-29618

Change 3066499 on 2016/07/27 by Jurre.deBaare

	Map build should not generate empty HLOD folder in Editor
	#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
	#jira UE-29564

Change 3066498 on 2016/07/27 by Jurre.deBaare

	HLOD outliner drag and drop operation can cause log spam
	#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
	#jira UE-32106

Change 3066485 on 2016/07/27 by Alan.Noon

	Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
	#jira UE-30564

Change 3066470 on 2016/07/27 by mason.seay

	Test map and updating blueprint for slicing proc mesh

	#jira UE-29618

Change 3066367 on 2016/07/27 by Matthew.Griffin

	Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main

Change 3066337 on 2016/07/27 by Matthew.Griffin

	Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39

		Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive

Change 3066158 on 2016/07/27 by Ben.Marsh

	Reverting assets causing warning, via integration from //UE4/Main.

Change 3065651 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14

		Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.

Change 3065650 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04

		Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor

Change 3065649 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18

		Sequencer: Revert 3057233 because it breaks sequence recording.

		Copy from Dev-Sequencer

		#jira UE-33569

Change 3065308 on 2016/07/26 by Ben.Marsh

	Fix failure to parse EC settings for 4.13 branch.

Change 3065235 on 2016/07/26 by Ben.Marsh

	Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.

[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
Ori Cohen
a0625fdf15 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3038116 on 2016/07/05 by James.Golding

	Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)

Change 3038271 on 2016/07/05 by Lukasz.Furman

	fixed bug with instanced behavior tree nodes writing over memory of other nodes
	#jira UE-32789

Change 3038295 on 2016/07/05 by Lukasz.Furman

	changed behavior tree node injection to modify shared template instead of switching nodes to instanced
	fixes GC reference chain between AI using the same behavior tree

Change 3038504 on 2016/07/05 by Zak.Middleton

	#ue4 - Fix typo in comment (debugging arrow).

	github #2352
	#jira 30255

Change 3039151 on 2016/07/06 by James.Golding

	UE-30046 Add bAllowCPUAccess flag to UStaticMesh

Change 3039281 on 2016/07/06 by Ori.Cohen

	Fix attached partially simulating ragdolls not moving with actor.

	#JIRA UE-32830

Change 3039286 on 2016/07/06 by Benn.Gallagher

	Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.

Change 3039313 on 2016/07/06 by Benn.Gallagher

	Enabled override of angular joint bias on AnimDynamics

Change 3039335 on 2016/07/06 by Ori.Cohen

	Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.

	#JIRA UE-32833

Change 3039412 on 2016/07/06 by Ori.Cohen

	PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)

	#JIRA UE-30725

Change 3039799 on 2016/07/06 by Tom.Looman

	- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
	- Fixed bug in override gravity for the suggest projectile velocity functions.

Change 3039903 on 2016/07/06 by Ori.Cohen

	Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.

Change 3039932 on 2016/07/06 by Lina.Halper

	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	serialize crash is always bad, so dupe checkin.

Change 3040059 on 2016/07/06 by Ori.Cohen

	Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)

	#JIRA UE-32730

Change 3040203 on 2016/07/06 by Jon.Nabozny

	Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.

	#jira UE-32357

Change 3040211 on 2016/07/06 by Ori.Cohen

	Fix constraints being unselectable in phat when a render mesh is on top

	#JIRA UE-32479

Change 3040273 on 2016/07/06 by Ori.Cohen

	Fix vehicle drag adding instead of removing energy when in reverse.

	#JIRA UE-28957

Change 3040293 on 2016/07/06 by Zak.Middleton

	#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.

Change 3040325 on 2016/07/06 by Zak.Middleton

	#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.

	#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html

Change 3040950 on 2016/07/07 by Thomas.Sarkanen

	Removed GWorld from FTimerManager

	Switched LastAssignedHandle to a static member.

	#jira UE-31485 - Remove GWorld from FTimerManager

Change 3041054 on 2016/07/07 by Jon.Nabozny

	Fix warning about negation operator on FRotator introduced in CL 3040203.

Change 3041214 on 2016/07/07 by Ori.Cohen

	Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies

	#JIRA UE-29538

Change 3041319 on 2016/07/07 by James.Golding

	UE-29771
	- Rename LocalAtoms to BoneSpaceTransforms
	- Rename SpaceBases to ComponentSpaceTransforms

Change 3041432 on 2016/07/07 by James.Golding

	UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
	Also remove PhysicsSettings.h from PhysicalMaterial.h

Change 3041434 on 2016/07/07 by James.Golding

	Improve comment on UStaticMesh::bAllowCPUAccess

Change 3041701 on 2016/07/07 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498

Change 3041760 on 2016/07/07 by Ori.Cohen

	Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.

	#JIRA UE-32438

Change 3041771 on 2016/07/07 by Marc.Audy

	Add GetParentActor convience accessor

Change 3041798 on 2016/07/07 by Marc.Audy

	Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
	#jira UE-32772

Change 3041857 on 2016/07/07 by Jon.Nabozny

	Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.

	#jira UE-32272

Change 3041914 on 2016/07/07 by Marc.Audy

	Fix mismatch function prototype

Change 3042041 on 2016/07/07 by Jon.Nabozny

	Fix CIS issue introduced by CL 3041857

Change 3042402 on 2016/07/08 by James.Golding

	Fix CIS after no longer globally including PhysicsSettings.h

Change 3042517 on 2016/07/08 by Martin.Wilson

	Fix root motion when actor and component transforms do not match

	#jira UE-32944

Change 3043021 on 2016/07/08 by mason.seay

	Assets for testing poses

Change 3043246 on 2016/07/08 by Marc.Audy

	Eliminate USoundWave::CompressionName
	Add USoundWave::HasCompressedFormat
	#jira UE-32546

Change 3044376 on 2016/07/11 by James.Golding

	- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
	- Add UVInfo mem usage to UBodySetup::GetResourceSize
	- Remove BodySetup.h from EnginePrivate.h
	- Remove outdated comment in PhysUtils.cpp

Change 3044464 on 2016/07/11 by Ori.Cohen

	Fix CIS

	#JIRA UE-33005

Change 3044519 on 2016/07/11 by Ori.Cohen

	PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)

	#JIRA UE-30712

Change 3044774 on 2016/07/11 by Zak.Middleton

	#ue4 - Fix typos in comments.

Change 3044854 on 2016/07/11 by Mieszko.Zielinski

	Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4

	#jira UE-32013

Change 3044855 on 2016/07/11 by Mieszko.Zielinski

	Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4

	#jira UE-32458

Change 3044887 on 2016/07/11 by Zak.Middleton

	#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.

	- Fixed comments on FindNearestPointsOnLineSegments.
	- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".

	Merge CL 3036162.

Change 3044910 on 2016/07/11 by Mieszko.Zielinski

	Fixed  AISense_Sight not reporting any hits on ECC_Visibility channel #UE4

Change 3045144 on 2016/07/11 by Lukasz.Furman

	exposed pathfollowing's reach test modifier: goal radius as parameter of move request

Change 3045174 on 2016/07/11 by Marc.Audy

	Remove incorrect SetMobility reference from comment
	#jira UE-30492

Change 3045233 on 2016/07/11 by Marc.Audy

	Correct function name in warning

Change 3045284 on 2016/07/11 by mason.seay

	Test Assets for pose blending

Change 3045342 on 2016/07/11 by Michael.Noland

	PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
	#jira UE-29522

Change 3045343 on 2016/07/11 by Michael.Noland

	PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
	#jira UE-32403

Change 3045344 on 2016/07/11 by Michael.Noland

	Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
	Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
	#jira UE-31632

Change 3045382 on 2016/07/11 by Ori.Cohen

	Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.

	#JIRA UE-29937

Change 3045529 on 2016/07/11 by Zak.Middleton

	#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.

Change 3045601 on 2016/07/11 by Michael.Noland

	Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
	#jira UE-20962

Change 3046039 on 2016/07/12 by Jurre.deBaare

	Instanced HLOD materials to reduce permutations + compilation time

Change 3046147 on 2016/07/12 by Ori.Cohen

	PR #1615: Traceworldforposition should trace async scene too
	#JIRA UE-21728

Change 3046180 on 2016/07/12 by Ori.Cohen

	Introduce a shape complexity project setting

	#JIRA UE-31159

Change 3046280 on 2016/07/12 by Ori.Cohen

	Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.

	#JIRA UE-31525, UE-19252

Change 3046282 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	#jira UE-32626

Change 3046284 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	(2nd CL, missed file)
	#jira UE-32626

Change 3046416 on 2016/07/12 by Jon.Nabozny

	PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)

	#jira UE32123

Change 3046428 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
	#jira UE-33055

Change 3046429 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
	#jira UE-25994

Change 3046475 on 2016/07/12 by Ori.Cohen

	Added strength multiplyer for physical animation

	#JIRA UE-33075

Change 3046518 on 2016/07/12 by Ori.Cohen

	Make sure to refresh contact points when turning simulation on for bodies.

	#JIRA UE-31286

Change 3046658 on 2016/07/12 by Ori.Cohen

	Fix the case where setting body blend weight doesn't turn off blend override.

Change 3046720 on 2016/07/12 by Ori.Cohen

	Added option to allow skeletal mesh simulation to NOT affect component transform.

	#JIRA UE-33089

Change 3046908 on 2016/07/12 by Ori.Cohen

	Fix welded body not properly unwelding when in a chain of welded bodies

	#JIRA UE-32531

Change 3047015 on 2016/07/12 by Lukasz.Furman

	fixed nested repath requests

Change 3047102 on 2016/07/12 by Ori.Cohen

	Added physics component to content example

Change 3047848 on 2016/07/13 by Ori.Cohen

	Expose transform update mode to phat

	#JIRA UE-33227

Change 3047853 on 2016/07/13 by Ori.Cohen

	Update physical animation level and content. Was missing some blueprints

Change 3047897 on 2016/07/13 by Ori.Cohen

	PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)

	#JIRA UE-27102

Change 3048026 on 2016/07/13 by Benn.Gallagher

	Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
	#jira UE-23823

Change 3048592 on 2016/07/13 by Marc.Audy

	Change check when physics state exists but not registered to ensure and add additional logging information.
	#jira UE-32935

Change 3048790 on 2016/07/13 by Ori.Cohen

	Fix CIS for shipping physx builds.

	#JIRA UE-33246

Change 3048801 on 2016/07/13 by Ori.Cohen

	Update RootBodyTransform when ref skeleton has offset

Change 3048891 on 2016/07/13 by Marc.Audy

	Fix copy paste bug with AudioComponent::SetPitchMultiplier

Change 3049549 on 2016/07/14 by Thomas.Sarkanen

	Prevented stale anim asset references from persisting in wired pins

	Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
	Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
	Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
	Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.

	#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset

Change 3049576 on 2016/07/14 by Thomas.Sarkanen

	Fix CIS linker errors

Change 3049611 on 2016/07/14 by Benn.Gallagher

	Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
	Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
	#jira UE-31016
	#jira UE-33061

Change 3049663 on 2016/07/14 by Benn.Gallagher

	CIS fix after Persona render fixes

Change 3049794 on 2016/07/14 by Marc.Audy

	Some cleanup and ensuring ActiveSound adds references to all of its used assets

Change 3049823 on 2016/07/14 by Tom.Looman

	Added Player Connect and Disconnect Multicast Events to GameMode

	PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)

Change 3049896 on 2016/07/14 by Ori.Cohen

	Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.

	#JIRA UE-31660

Change 3049921 on 2016/07/14 by Benn.Gallagher

	PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
	    - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
	#jira UE-29573

Change 3049929 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3049956 on 2016/07/14 by Zak.Middleton

	#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.

Change 3049992 on 2016/07/14 by Jon.Nabozny

	Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.

	#JIRA: UE-31601

Change 3050017 on 2016/07/14 by James.Golding

	PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)

Change 3050061 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3050416 on 2016/07/14 by mason.seay

	Test map and asset for slicing proc meshes

Change 3050881 on 2016/07/14 by Zak.Middleton

	#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.

	github #2047

Change 3051401 on 2016/07/15 by Thomas.Sarkanen

	Prevented animation from restarting each time a new section is selected/inspected in the montage editor

	Preserved playback state when changing section.
	Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.

	#jira UE-31014 - Moving Montage Event Unpauses Playback
	#jira UE-25101 - Improve Montage Replay Usability issue

Change 3051717 on 2016/07/15 by Benn.Gallagher

	Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
	#jira UE-18558

Change 3051729 on 2016/07/15 by Benn.Gallagher

	Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
	  - They look the same when there isn't a documentation entry for them (Just the enum name)
	  - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name

Change 3051825 on 2016/07/15 by Marc.Audy

	Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
	#jira UE-29435

Change 3051850 on 2016/07/15 by Marc.Audy

	Reduce priority of audio thread
	Add a frame sync to avoid audio thread drifiting behind

Change 3051920 on 2016/07/15 by Tom.Looman

	Added ActorComponent Activate/Deactivate events

	#JIRA UE-31077

Change 3051923 on 2016/07/15 by Tom.Looman

	PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)

Change 3052038 on 2016/07/15 by Martin.Wilson

	Possible fix for fortnite crash + ensure incase the situation occurs again

	#jira UE-33258

Change 3052042 on 2016/07/15 by Jurre.deBaare

	Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)

Change 3052171 on 2016/07/15 by Ori.Cohen

	Improve UI for constraint profiles. Polish UI for physical animation profile.

	#JIRA UEFW-101, UE-33290

Change 3052243 on 2016/07/15 by Martin.Wilson

	Pose watching: Ability to draw bones of pose at any point in the anim graph.

	#jira UE-12181 (originally Epic Friday project)

Change 3053202 on 2016/07/18 by Thomas.Sarkanen

	FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility

	#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication

Change 3053203 on 2016/07/18 by Thomas.Sarkanen

	Fixed properties that are fed to skeletal mesh components via construction script not updating when edited

	Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
	Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case  to prevent edits being a frame out of date.

	#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph

Change 3053241 on 2016/07/18 by Martin.Wilson

	Add parent bone space to GetSocketTransform

	#jira UE-29814

Change 3053270 on 2016/07/18 by Jurre.deBaare

	PR #2105: Disable creation of array modifiers (Contributed by projectgheist)

Change 3053273 on 2016/07/18 by Jurre.deBaare

	Default ini for asset viewer and HDR images

	#jira UE-32903

Change 3053527 on 2016/07/18 by Ori.Cohen

	Fix CIS

	#JIRA UE-33375

Change 3053620 on 2016/07/18 by Thomas.Sarkanen

	Socket chooser now has a search box

	Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
	Search box has focus when the menu appears.

	#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh

Change 3053626 on 2016/07/18 by Martin.Wilson

	Fix crash caused by skeletalmeshcomponent being destroyed during a notify

	#jira UE-33258

Change 3053761 on 2016/07/18 by Martin.Wilson

	Mac build compile fix

Change 3053858 on 2016/07/18 by Lina.Halper

	Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/

	Fix on crashing recursive asset

Change 3053864 on 2016/07/18 by Ori.Cohen

	Make sure phat UI changes when picking different constraint profiles

Change 3053866 on 2016/07/18 by Ori.Cohen

	Submit content example for constraint profiles

Change 3053915 on 2016/07/18 by Lina.Halper

	The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
	This is the fix for that.

	#jira: UE-32927

Change 3053969 on 2016/07/18 by James.Golding

	PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)

Change 3054004 on 2016/07/18 by Ori.Cohen

	Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.

	#jira UE-33333

Change 3054410 on 2016/07/18 by Lina.Halper

	Fixed issue with moving translation not working with mirrored parent due to inverse position.

	Changed to Transform.

	#jira: UE-31521

Change 3054659 on 2016/07/18 by Lina.Halper

	Fix for retargeting of pose asset

	- Moved animsequence::retarget to be out to AnimationRuntime
	- PoseAsset is now using that function to retarget correctly

	#code review: Martin.Wilson, Ori.Cohen

Change 3054777 on 2016/07/18 by Jurre.deBaare

	Fixing integration blocker, had this fix locally already

	#jira UE-33427

Change 3056619 on 2016/07/19 by Ori.Cohen

	Temporarily turn off audio threading due to heap corruption.

	#JIRA UE-33320

Change 3057770 on 2016/07/20 by Aaron.McLeran

	Doing sync trace for occlusion if audio thread is enabled
	#jira UE-33494

Change 3057778 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

Change 3057788 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

	Enabling audio thread (with a capital T for True)

Change 3057850 on 2016/07/20 by Ori.Cohen

	Temporarily turn off audio threading as the feature is still experimental

Change 3057876 on 2016/07/20 by Martin.Wilson

	Fix Graph Linked External Object issue when saving recompressed animations

	#jira UE-33567

Change 3058371 on 2016/07/20 by Ori.Cohen

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)

[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
Marc Audy
571bf8847e Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#rb None
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3021479 on 2016/06/21 by Marc.Audy

	Fix child actor properties set in the parent's construction script from being wiped out (4.12)
	#jira UE-31956

Change 3021703 on 2016/06/21 by Marc.Audy

	Fix crash due to copying properties to registered components and then reregistering them. (4.12)
	#jira UE-31973

Change 3022105 on 2016/06/21 by Jeremy.Ernst

	-new test assets for James for PSD node

Change 3022621 on 2016/06/22 by James.Golding

	Add AnimBP for testing PSD

Change 3022622 on 2016/06/22 by James.Golding

	Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes

Change 3022656 on 2016/06/22 by James.Golding

	UE-30537 Fix solid collision geom drawing not working when mirrored

Change 3022657 on 2016/06/22 by James.Golding

	Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)

Change 3022663 on 2016/06/22 by James.Golding

	UE-31283 Additional extensibility for anim and physics
	PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)

Change 3022683 on 2016/06/22 by James.Golding

	- Change OrientationDriver to always use PoseAsset for target poses
	- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead

Change 3022891 on 2016/06/22 by mason.seay

	Test asset for component hit

Change 3023203 on 2016/06/22 by mason.seay

	Updated map to use more noticeable sound assets

Change 3023335 on 2016/06/22 by Marc.Audy

	Use AddReferencedObjects instead of iterating array manuallly

Change 3023351 on 2016/06/22 by Ori.Cohen

	Fix the case where physics hit events were passing the wrong component's bone info to the hit event.

	#JIRA UE-32376

Change 3023368 on 2016/06/22 by mason.seay

	Renamed actors in World Outliner

Change 3023425 on 2016/06/22 by mason.seay

	Moved asset to new folder and fixed deprecated node

Change 3023429 on 2016/06/22 by mason.seay

	Disabled collision on proc mesh

Change 3023553 on 2016/06/22 by Jon.Nabozny

	Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.

	#JIRA UE-31670

Change 3024669 on 2016/06/23 by James.Golding

	Update PSD test assets (removing unused)

Change 3024864 on 2016/06/23 by Marc.Audy

	Audio Threading!

Change 3024877 on 2016/06/23 by James.Golding

	PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)

Change 3024880 on 2016/06/23 by James.Golding

	PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)

Change 3024939 on 2016/06/23 by James.Golding

	- Add SwingOnly options to OrientationDriver
	- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
	- Calculate gaussian radius per pose, not globally

Change 3024940 on 2016/06/23 by James.Golding

	PoseAsset editor improvements
	- Replace pose edit box with inline-editable style (with validation)
	- Add filter highlight
	- Show curve values for each pose when selected
	- Add different background for curve list
	- Filter box only searches pose list, moved location to indicate that

Change 3024949 on 2016/06/23 by James.Golding

	Small update to PSD test AnimBP

Change 3025002 on 2016/06/23 by Ori.Cohen

	Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.

	#JIRA UE-32219

Change 3025214 on 2016/06/23 by mason.seay

	Updated Character Movement Map

Change 3025319 on 2016/06/23 by Ori.Cohen

	Make sure changing skeletal mesh updates the bone index on body instances already created.

Change 3025435 on 2016/06/23 by Ori.Cohen

	Fix welded bodies not updating their collision profile when calling SetCollisionProfile

	#JIRA UE-32394

Change 3025581 on 2016/06/23 by mason.seay

	Test asset for slicing procedural mesh

Change 3026483 on 2016/06/24 by Marc.Audy

	Don't reschedule multiple times tick functions used as prerequisites
	#jira UE-32414

Change 3026498 on 2016/06/24 by mason.seay

	Updating blueprint for bug repro

Change 3026547 on 2016/06/24 by Thomas.Sarkanen

	Fixed crash in FKismetDebugUtilities::GetWatchText()

	Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html

Change 3026598 on 2016/06/24 by James.Golding

	Double clicking on poses now toggles them between 1.0 and 0.0 strength

Change 3026768 on 2016/06/24 by Marc.Audy

	Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
	#jira UE-32468

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3026978 on 2016/06/24 by Lina.Halper

	- Delete DrivePose Curve type
	- Renamed TriggerEvent to DriveAttribute for consistency
	- Replaced drive pose to drive attribute
	  - right now it can't have 0 curve type flags, so everything is DriveAttribute

	#code review: James.Golding, Martin.Wilson

Change 3027113 on 2016/06/24 by mason.seay

	Test Pose Assets

Change 3027454 on 2016/06/24 by Aaron.McLeran

	UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize

	https://answers.unrealengine.com/questions/441080/audio-crash.html
	http://crashreporter/Crashes/Show/5689478

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3027887 on 2016/06/25 by Lina.Halper

	Fix clang build warning

Change 3028703 on 2016/06/27 by Lukasz.Furman

	gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
	#ue4

Change 3028792 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3028950 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3029003 on 2016/06/27 by Ori.Cohen

	Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation

Change 3029019 on 2016/06/27 by Lina.Halper

	Update pose from source asset

Change 3029094 on 2016/06/27 by Marc.Audy

	If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.

Change 3029308 on 2016/06/27 by Jeremy.Ernst

	-adding test animation for PSD node. Has morphs built in to compare against driver result

Change 3029372 on 2016/06/27 by Marc.Audy

	Fix compile error after merge
	Also just fix the logic to be explicit rather than using suppression for static analysis warning

Change 3029493 on 2016/06/27 by Ori.Cohen

	Move PhysicsAsset.h out of public engine header.

Change 3029550 on 2016/06/27 by Lina.Halper

	Fix crash with Nan when additive blending of poses\

Change 3029659 on 2016/06/27 by Aaron.McLeran

	Adding new minor feature to add new concurrency mode

	- stop by lowest priorty but prevent new rather than stop oldest.

Change 3029673 on 2016/06/27 by Aaron.McLeran

	#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.

	Implementation in CL 3024124

Change 3030470 on 2016/06/28 by Ori.Cohen

	Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING

	#JIRA UE-32561

Change 3030586 on 2016/06/28 by Lina.Halper

	Preview curve fix from anim curve viewer

	#code review: Martin.Wilson

Change 3031054 on 2016/06/28 by Aaron.McLeran

	#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework

Change 3031535 on 2016/06/28 by mason.seay

	Re-saving concurrency asset

Change 3031691 on 2016/06/28 by Marc.Audy

	Fix stat sounds not turning on correctly unless a sort was specified
	#jira UE-32597

Change 3031883 on 2016/06/28 by Zak.Middleton

	#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.

Change 3031898 on 2016/06/28 by Zak.Middleton

	#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).

	#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html

Change 3032539 on 2016/06/29 by Marc.Audy

	Don't destroy AudioDevices before draining audio commands and stopping audio thread
	#jira UE-32611

Change 3032633 on 2016/06/29 by Marc.Audy

	In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
	#jira UE-32574

Change 3032644 on 2016/06/29 by Lina.Halper

	- Fixed issue where pose node evaluator doesn't show up in the menu with asset
	  - it showed twice of pose node (none) - jira UE-32358

	- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
	   - jira UE-32359

	- support create pose menu from create asset - UE-32596
	 - added create pose asset from current pose

	- update source should refresh list - UE-32576

	- fixed blendspace to be in the blendspaces category

Change 3032847 on 2016/06/29 by Tom.Looman

	Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
	Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.

	#jira UE-32103

Change 3033124 on 2016/06/29 by Jon.Nabozny

	Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.

	#JIRA: UE-13673

Change 3033155 on 2016/06/29 by Lina.Halper

	- montage is playing and montage is pure
	- made montage parameter to be mostly const (except play), and made it consistently pointer

Change 3033157 on 2016/06/29 by Lina.Halper

	Check in missing file

Change 3033456 on 2016/06/29 by Lukasz.Furman

	fixed path following changes broken by merge
	#ue4

Change 3033956 on 2016/06/30 by bruce.nesbit

	PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)

	#test PIE

Change 3034019 on 2016/06/30 by Benn.Gallagher

	Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
	Caveats:
	    - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.

	#jira UEFW-1

Change 3034085 on 2016/06/30 by Benn.Gallagher

	Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.

Change 3034162 on 2016/06/30 by Martin.Wilson

	Refactor bone reference widget so that selection tree can be used seperately

Change 3034205 on 2016/06/30 by Lina.Halper

	#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale

	#jira: UE-32643, UE-32593

Change 3034339 on 2016/06/30 by James.Golding

	Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab

Change 3034426 on 2016/06/30 by Martin.Wilson

	CIS Fix

Change 3034629 on 2016/06/30 by Lina.Halper

	Support non-zero curves to be stippred out upon importing

Change 3035863 on 2016/07/01 by Marc.Audy

	When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
	#jira UE-31344

Change 3035916 on 2016/07/01 by Jon.Nabozny

	Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124

Change 3035973 on 2016/07/01 by Lukasz.Furman

	fixed hash function for FRecastDebugPathfindingNode
	#ue4

Change 3036024 on 2016/07/01 by Zak.Middleton

	#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().

Change 3036157 on 2016/07/01 by Marc.Audy

	Protect against running commands on game thread when the audio device has already been freed
	#jira UE-32611

Change 3036178 on 2016/07/01 by Marc.Audy

	Don't bitpack the gamethread specific boolean.

Change 3036906 on 2016/07/04 by bruce.nesbit

	Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)

	#tests Compiled

Change 3036929 on 2016/07/04 by James.Golding

	UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw

Change 3036930 on 2016/07/04 by James.Golding

	UE-30414 Move constraint warnings to Message Log

Change 3036931 on 2016/07/04 by James.Golding

	PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)

Change 3037123 on 2016/07/04 by Ori.Cohen

	Added physical animation preview in PhAT as well as physical animation profiles.

Change 3037420 on 2016/07/05 by Jurre.deBaare

	Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
	#jira UE-32771

Change 3037702 on 2016/07/05 by Thomas.Sarkanen

	Copying change 3037701 from Release-4.12:

	Fixed crash when viewing uncompressed animation

	Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.

	#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona

Change 3037837 on 2016/07/05 by Marc.Audy

	sound stats will now still be displayed when creating a new audio device
	#jira UE-32743

[CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
Marc Audy
643171b445 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3016321 on 2016/06/16 by Ori.Cohen

	Refactor constraint instance so that we can easily swap parameters at runtime using profiles.

Change 3016367 on 2016/06/16 by Marc.Audy

	Strip #lockdown from changelists as well

Change 3016380 on 2016/06/16 by Martin.Wilson

	Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times)

Change 3016396 on 2016/06/16 by Zak.Middleton

	#ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop.

	#jira UE-32036
	Github #2504

	Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed)

Change 3016477 on 2016/06/16 by Marc.Audy

	Fix initialization order compile warning
	Actually initialize LastKnownScale

Change 3017624 on 2016/06/17 by James.Golding

	- Remove DestructibleActor.h from Engine.h
	- Remove SkeletalMesh.h from EnginePrivate.h

Change 3017657 on 2016/06/17 by Benn.Gallagher

	PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a)
	#jira UE-29280

Change 3017658 on 2016/06/17 by Benn.Gallagher

	PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek)
	#jira UE-24231

Change 3017661 on 2016/06/17 by Benn.Gallagher

	Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins.
	#jira UEFW-163

Change 3017914 on 2016/06/17 by James.Golding

	- Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction
	- Add number of morph targets to SkelMesh asset registry tags

Change 3017915 on 2016/06/17 by James.Golding

	Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase

Change 3017916 on 2016/06/17 by James.Golding

	Remove unused FMorphTargetMap struct

Change 3018038 on 2016/06/17 by Aaron.McLeran

	UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue

Change 3018048 on 2016/06/17 by Mieszko.Zielinski

	Made GameplayDebugger's HUD toggling persist over tool toggling #UE4

Change 3018068 on 2016/06/17 by Mieszko.Zielinski

	Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion

	Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation

Change 3018529 on 2016/06/17 by Aaron.McLeran

	Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice

	As per this thread:
	https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html

Change 3018907 on 2016/06/18 by James.Golding

	UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX

Change 3019372 on 2016/06/20 by James.Golding

	- Initial add of OrientationDriver node
	  - UI for importing poses from PoseAset not yet working
	- Add FQuat::AngularDistance

Change 3019373 on 2016/06/20 by James.Golding

	PSD test assets

Change 3019444 on 2016/06/20 by Jurre.deBaare

	Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene

Change 3019565 on 2016/06/20 by Lina.Halper

	#anim : prioritize socket name over bone name

	#jira : UE-24847

Change 3019712 on 2016/06/20 by Jurre.deBaare

	Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor)

Change 3020010 on 2016/06/20 by Aaron.McLeran

	Implementing CL 3019996 in Dev-Framework

	Proper default LPF values to avoid situation when going to area with no reverb volume

Change 3020067 on 2016/06/20 by Ori.Cohen

	Add constraint profiles to physics assets.

Change 3020110 on 2016/06/20 by Lina.Halper

	Github PR: mesh merge crash fix

	#jira : UE-19569

Change 3020167 on 2016/06/20 by Ori.Cohen

	Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component.

Change 3020324 on 2016/06/20 by Ori.Cohen

	Bring back cone constraint visualization, but with some improvements like colors and free vs locked.
	Turn on constraint visualization when drawing a skeletal mesh with constraint show flags.

Change 3020342 on 2016/06/20 by Ori.Cohen

	Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet.

	#JIRA UE-32248

Change 3020349 on 2016/06/20 by mason.seay

	Resaving material assets

Change 3020400 on 2016/06/20 by Lina.Halper

	Disable check single influence on LOD check

	- this doesn't seem to appropriate anymore

	#code review:Alexis.Matte

Change 3020928 on 2016/06/21 by James.Golding

	- Move PSD test assets out of Developer folder
	- Add PSD test AnimBP

Change 3021000 on 2016/06/21 by Ori.Cohen

	Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example)

	#JIRA UE-31445

Change 3021017 on 2016/06/21 by Ori.Cohen

	Help static analysis

Change 3021045 on 2016/06/21 by Marc.Audy

	Fix regression with detachment in AActor::OnRep_AttachmentReplication
	#jira UE-32276

[CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
Marc Audy
eb44cd9882 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
#rb None

[CL 3016298 by Marc Audy in Main branch]
2016-06-16 11:54:44 -04:00
Max Chen
d36eb2a2ba Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3003857)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945755 on 2016/04/15 by Frank.Fella

	Sequencer - Fix issues with level visibility.
	+ Don't mark sub-levels as dirty when the track evaluates.
	+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
	+ Null check for when an objects world is null but the track is still evaluating.
	+ Remove UnrealEd references.

Change 2947197 on 2016/04/18 by Max.Chen

	Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.

	#jira UE-29516

Change 2948468 on 2016/04/19 by Max.Chen

	Sequencer: Fix particles not firing on loop.

	#jira UE-27881

Change 2948590 on 2016/04/19 by Max.Chen

	Sequencer: Fix spawnables not getting default tracks.

	#jira UE-29644

Change 2955993 on 2016/04/26 by Max.Chen

	Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.

	#jira UE-29841

Change 2958567 on 2016/04/27 by Max.Preussner

	RHI: Made SetReferencedTexture public, so that the referenced texture can be set

Change 2958718 on 2016/04/28 by Max.Chen

	Sequencer: Folder colors. Right click on a folder and choose "Set Color"

	#jira UE-28669

Change 2960172 on 2016/04/28 by Max.Preussner

	Slate: Slate Remote Server (for the iOS touch input app) is now disabled by default, so we don't open up the socket unless desired by the user

Change 2960411 on 2016/04/28 by Max.Chen

	Sequencer: Don't remove label if it's not being used.

	#jira UE-24283

Change 2960414 on 2016/04/28 by Max.Chen

	Matinee: Don't automatically turn frustums on/off when entering and exiting Matinee.

	#jira UE-1020

Change 2962784 on 2016/05/02 by Max.Chen

	Sequencer: Add master sequence

	#jira UE-29799

Change 2964399 on 2016/05/03 by Andrew.Rodham

	Sequencer: Added ability to apply cook-time optimization to tracks and objects
	  - For now, if a spawnable has a spawn track that is disabled, or will never spawn, the entire spawnable object will be removed from a cooked package.
	  - Possessables also afford the same optimization, although none is currently implemented
	  - We could, in future, also remove any tracks that are completely disabled
	  - Deprecated UMovieSceneBoolSection::DefaultValue in favor of the default stored on FIntegralCurve

Change 2967549 on 2016/05/05 by Max.Chen

	Sequencer: Fix crash converting possessable to spawnable when the possessable doesn't exist.

	#jira UE-30360

Change 2967670 on 2016/05/05 by Max.Chen

	Sequencer: Set ui min/max for sequencer settings

	#jira UE-30344

Change 2978969 on 2016/05/16 by Max.Chen

	Sequencer: Restore state when focusing on a shot level sequence. This fixes issues where tracks in the movie scene that are active before switching to the new movie scene need to return to
their initial state. For example, setting a fade track in the master sequence and switching into a shot should disable the effects of the fade track in the master sequence.

	#jira UE-30798

Change 2983237 on 2016/05/19 by Andrew.Rodham

	Protocol settings for movie captures are now set up correctly when a capture type is specified on the command line

	Thanks to original github author, yuhe00

	#pr
	#2257

Change 2991115 on 2016/05/26 by Andrew.Rodham

	Sequencer: Added {shot} and {shot_frame} format args for movie captures

	  - Additionally, rendering out movie scenes as videos will now generate a new video for each unique filename it encounters. This allows us to render out a video per shot by using {shot} as
the output format.
	  - Frame numbers are now zero-padded as per the sequencer setting.

Change 2991920 on 2016/05/26 by Max.Chen

	Sequencer: Fix movie scene getting dirtied unnecessarily when the fixed frame interval changes.

	#jira UE-31343

Change 2992387 on 2016/05/26 by Max.Chen

	Sequencer: Fix crash when getting the color key properties of a collapsed key that doesn't have all channels keyed.

	#jira UE-31392

Change 2993553 on 2016/05/27 by Andrew.Rodham

	Sequencer: Added the ability to add burn-ins to level sequences

	  - A default burn-in is provided which hosts a great level of flexibility
	  - 6 regions (L/C/R + T/B) on a 30% black border allow positioning of a range of frame statistics such as shot name ({ShotName}), frame numbers ({MasterFrame}, {ShotFrame}), and other
information.
	  - Watermark is provided by default (currently no tiling is exposed)
	  - Users can use the default built in UMG widget as a guideline for their own custom implementations.

Change 2993554 on 2016/05/27 by Andrew.Rodham

	Sequencer: Default level sequence burn ins

	  - Also made a font asset out of our fixed width font shipped with the engine

Change 2993856 on 2016/05/30 by Max.Chen

	Sequencer: Import/Export EDL

	 - Added a new option in the render movie dialog to export an Edit Decision List (EDL) in cmx and rv formats if there is a shot track. The default is true.
	 - Added "Import EDL" to shot track right click menu which imports a cmx EDL and conforms the shot order and cut information to it.
	 - Added "Export EDL" to shot track right click menu which exports EDLs in cmx and rv formats.
	 - Added "Render Shot" to shot right click menu which loads up the render movie dialog with the start and end frames of the selected shot.

	#jira UETOOL-829, UETOOL-830

Change 2994761 on 2016/05/31 by Max.Chen

	Sequence Recorder: Add a setting to allow recording of actors that are spawned by sequencer itself.

Change 2995648 on 2016/06/01 by HaarmPieter.Duiker

	Sequencer EXR output gamut controls

Change 2996241 on 2016/06/01 by Frank.Fella

	Sequencer - Add a small epsilon when "force fixed frame interval" is enabled, to make sure we're in the start of the next frame.

Change 2996244 on 2016/06/01 by Frank.Fella

	Sequencer - Set the tick prerequisite for all components, not just the root.

Change 2997865 on 2016/06/02 by Max.Preussner

	Sequencer: Fixed Crash in Sequencer play rate track when setting negative play rate (UE-31431)

	#jira UE-31431

Change 2999631 on 2016/06/03 by Frank.Fella

	Sequencer - At runtime, make sure to stop playing skeletal animations to prevent them from being double updated each frame, once by sequencer, and then again by tick.

Change 3000820 on 2016/06/03 by Max.Chen

	Sequencer: Add hotkey (ctrl-T) to toggle between showing frame numbers and time.

	#jira UE-31497

Change 3001056 on 2016/06/05 by Max.Chen

	Sequencer: Fix fade color section crash by using an inline color picker in the details panel instead of a popup color picker.

	#jira UE-31647

Change 3001057 on 2016/06/05 by Max.Chen

	Movie Capture: Fix audio getting disabled after recording a movie.

Change 3001690 on 2016/06/06 by Andrew.Rodham

	Sequencer: Fixed recording video sequences when not overwriting existing videos

Change 3001823 on 2016/06/06 by Max.Chen

	Sequencer: Fix filtered nodes in folders so that other unfiltered children aren't visible.

	#jira UE-31499

#lockdown Nick.Penwarden

[CL 3003974 by Max Chen in Main branch]
2016-06-07 11:03:52 -04:00
Marc Audy
d3e1006533 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman
	#codereview John.Abercrombie

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2910454 on 2016/03/15 by Zak.Middleton

	#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.

	#rb Jeff.Farris
	#jira UE-24327
	UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html

Change 2910548 on 2016/03/15 by Zak.Middleton

	#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.

Change 2912311 on 2016/03/16 by Marc.Audy

	Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
	#rb Martin.Wilson

Change 2913086 on 2016/03/17 by Marc.Audy

	Adding ability to have 9 parameters to a dynamic delegate

Change 2913101 on 2016/03/17 by Marc.Audy

	Fix some of the loctext error messages

Change 2913102 on 2016/03/17 by Thomas.Sarkanen

	Console usability improvements

	Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
	To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
	This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle

	Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
	Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy

	Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for

	Allow cycling through console commands with the tab key
	Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter

	Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
	Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region

	Show the currently selected autocomplete entry faded out behind the user's typed input
	Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line

	Left-justify command descriptions in the console autocompletion box
	Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate

	Make the console input, history and autocomplete colours user configurable

	Add console background transparency. Configurable, set to 15% by default

	Add missing closing quote to the console dump HTML template

	#github #2061: Console usability improvements from Mattiwatti

Change 2913104 on 2016/03/17 by Thomas.Sarkanen

	Added indicator displayed on animation nodes when they use the 'fast path'

	Added checkbox that can be used to audit Blueprint fast-path usage.
	Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.

	#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
	#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
	#rb Martin.Wilson

Change 2913306 on 2016/03/17 by Marc.Audy

	Cleaning up GetResourceSize
	- Made many call Super::GetResourceSize
	- Removed trivial implementations
	- Fixed HierarchicalInstanceStaticMeshComponent double counting an array

Change 2913535 on 2016/03/17 by Lukasz.Furman

	fixed broken behavior tree graph data after subnode undo
	#ue4 UE-28198

Change 2913608 on 2016/03/17 by Lukasz.Furman

	fixed behavior tree execution indices after undoing move in editor
	#ue4 UE-26705

Change 2913847 on 2016/03/17 by Lukasz.Furman

	added new automation test for UE-28309
	#ue4

Change 2913849 on 2016/03/17 by Lukasz.Furman

	fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
	#ue4 UE-28309

Change 2913895 on 2016/03/17 by Marc.Audy

	Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
	Fixed up all C++ uses of these delegates
	#jira UE-23122
	#rb Zak.Middleton

Change 2914743 on 2016/03/18 by Thomas.Sarkanen

	Editing of primitive data in PhAT

[CL 2926677 by Marc Audy in Main branch]
2016-03-29 16:33:59 -04:00
Max Chen
4cde9c20a0 Copying //UE4/Dev-Sequencer to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875025 on 2016/02/20 by Andrew.Rodham

	Sequencer: Cinematic viewport improvements
	  - Added optional letterbox overlay (defaults to 2.35:1)
	  - Added ability to change safe frame colors
	  - Added selected tracks' keys to the transport range
	  - Added buttons for jumping between selected tracks' keyframes on the transport controls
	  - Removed black padding around the viewport where possible
	  - Added ability to specify whether a combo button/menu anchor should close when its parent receives focus
	  - Separated logic of FGroupedKeyArea into FSequencerKeyCollection, so it can be used independently
	  - Added playback range to the viewport frame numbers
	  - All frame numbers are now spin boxes

	#jira UE-26429

Change 2875026 on 2016/02/20 by Thomas.Sarkanen

	Added console commands for recording sequences

	Changed plugin to a developer plugin so we can load it when the editor is in -game mode.
	Added Exec commands.
	Added some more logging to help diagnose problems when using commands.
	Added loading/saving of config for recorder settings (stored in Editor.ini).
	Also disabled controls in recorder window when recording.
	Added auto-saving of assets when in non-editor modes.
	Moved animation settings from UnrealEd to Engine module.

Change 2875036 on 2016/02/20 by Max.Chen

	Sequencer: Call RedrawAllViewports instead of RedrawLevelEditingViewports. In particular, this fixes some update issues when editing values in the key editors.

	#jira UE-26960

Change 2875046 on 2016/02/20 by Max.Preussner

	Sequencer: Fix so that clicking on UMG Animations doesn't dirty the scene.

	#jira UE-26249

Change 2875047 on 2016/02/20 by Max.Chen

	Sequencer: Add option to toggle display of channel colors/lines. View->Channel Colors

Change 2877138 on 2016/02/23 by Max.Chen

	Sequencer: Select corresponding track node when selecting key or section. Removed active/inactive selection since it was only being used in deletion and the rules for deletion are now dependent upon what is selected - delete keys and sections before deleting outliner nodes.

Change 2877143 on 2016/02/23 by Thomas.Sarkanen

	Added new math function: WindRelativeAnglesDegrees

	Given two angles in degrees, 'wind' the angle in Angle1 so that it avoids >180 degree flips.
	Good for winding rotations previously expressed as quaternions into a euler-angle representation.

Change 2877147 on 2016/02/23 by Thomas.Sarkanen

	Added the ability to import sequencer transforms from the root node of an animation sequence

	Intended for use after re-importing animations from DCC tools.
	Available in the right-click menu for transform tracks.
	Also added FindTrackBinding to UMovieScene so track bindings can be recovered from tracks.

Change 2877163 on 2016/02/23 by Max.Chen

	Sequencer: Add option to create keyframe sections as infinite. Sequencer defaults to true, UMG defaults to false.

Change 2877165 on 2016/02/23 by Max.Preussner

	Sequencer: Drawing vertical position lines when dragging keys

Change 2878748 on 2016/02/23 by Max.Chen

	Curve Editor: Switch curve type to user when flatting or straightening tangents.

	#jira UE-27277

Change 2878799 on 2016/02/23 by Frank.Fella

	Sequencer - Add folders support to the outliner.

Change 2880769 on 2016/02/24 by Andrew.Rodham

	Sequencer: Added ability to override runtime spawnable ownership in sequencer
	  - This is exposed as an option on spawnables "Keep Alive Outside Playback Range (In Sequencer)"
	  - Enabling this will stop spawnables from being destroyed when scrubbing outside of the playback range

	#jira UE-27205

Change 2880770 on 2016/02/24 by Thomas.Sarkanen

	Sequencer: Added countdown and recording indicator display when recording

	Also fixed extra popups added post-PIE when animation recordings auto shutdown.

Change 2880782 on 2016/02/24 by Max.Chen

	Sequencer: Snapping now also uses the current time as a possible snap time.

	#jira UE-26306

Change 2880793 on 2016/02/24 by Max.Chen

	Sequencer: Add +Animation to Animation track so that it's consistent with all other tracks that have a + button.

Change 2880812 on 2016/02/24 by Max.Chen

	Sequencer: Fix adjusting the leading edge of a shot section so that it cuts into the shot rather than adjusts the start time.

	#jira UE-26306

Change 2881624 on 2016/02/25 by Andrew.Rodham

	Changing shader version GUID to fix corrupt shaders in ddc

Change 2882408 on 2016/02/25 by Thomas.Sarkanen

	Asset/actors stored in TLazyObjectPtrs can now reference game content from engine

	This is a legitimate use case as lazy object ptrs are designed to reference assets/actors cross-domain.

Change 2882409 on 2016/02/25 by Thomas.Sarkanen

[CL 2899785 by Max Chen in Main branch]
2016-03-08 16:55:04 -05:00
Max Chen
39a92c1fa2 Copying //UE4/Dev-Sequencer to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2859626 on 2016/02/08 by Max.Preussner

	Editor: Added SaveAs functionality to content asset editors

Change 2859666 on 2016/02/08 by Max.Chen

	Sequencer: Fix crash in CheckForWorldGCLeaks when loading a new map because spawnables are left behind.

	#jira  UE-25616

Change 2859685 on 2016/02/08 by Max.Chen

	Sequencer: Add prompt to save sub level sequences if they are dirty

	#jira UE-26510

Change 2859715 on 2016/02/08 by Thomas.Sarkanen

	Adding actor spawning recording

	Actors are queued for record on spawn then added to the list like manually-specifed ones.
	Changed almost everything about UActorRecording. We now record on a per-component basis, with property tracks encapsulated in each actor recording. Much effort is expended to make sure that the correct components are owned by their respective actors, as we can add and remove components at runtime, but they must be created up-front in the UMovieScene Blueprints. We go as far as to add our own SCS nodes to make sure components are correctly spawned.
	Fixed infinite loop in FSequencer::AddSpawnable.
	Fixed visibility track instance to work with scene components as well as actors.
	Fixed particle track instance to work on UParticleSystemComponent rather than just AEmitters.
	Added particle recorder.
	Moved animation recording into an animation property recorder rather than having it as a special case. This still uses the animation recorder under the hood.
	Moved old-style Matinee animation control into FMovieSceneSkeletalAnimationTrackInstance & made this work on USkeletalMeshComponents directly, rather than via the old interface.
	Exposed SetMatineeAnimPositionInner and PreviewMatineeSetAnimPositionInner in FAnimMontageInstance so those utility functions can be used externally to Engine.
	Added a predicate version of UMovieScene::FindPossessable.
	Exposed UMovieSceneParticleSection::AddKey externally via MOVIESCENETRACKS_API so I can programmatically add keys.
	Fixed a crash in FScalableFloatDetails::CustomizeHeader when selecting PIE projectiles in Orion.
	Moved all recorders over to recording Actors or Components & store UObjects instead of AActors.
	Allowed skeletal animation tracks on components as well as actors.

Change 2862675 on 2016/02/10 by Max.Chen

	Sequencer: Add option to link the sequencer curve editor with the sequencer timeline.

	Under General Options->Link Curve Editor Time Range. The default is false, so the sequencer and curve editor have separate time ranges.

	#jira UE-25933

Change 2862699 on 2016/02/11 by Max.Chen

	Sequencer: Added a playback status of jumping which the AudioTrack and Skeletal Mesh Track (anim notifies) ignores for updates. This is used to updating thumbnail at certain times.

	#jira UE-26447, UE-26671

Change 2862712 on 2016/02/11 by Max.Chen

	Sequencer: Fix spawnables firing off their particles. Disable auto activate on spawnable components

	#jira UE-26390

Change 2862719 on 2016/02/11 by Max.Preussner

	Editor: Refactored detail customizations for colors, rotators, vectors

	- broke color and rotator customizations out into their own files
	- added vector customizations (placeholder)
	- cleaned up localization namespaces, forward declarations

Change 2866454 on 2016/02/14 by Max.Preussner

	Sequencer: Removed ULevelEditorSequencerSettings; moved default settings into INI

Change 2866455 on 2016/02/14 by Thomas.Sarkanen

	Sequence recorder can now record replays

	Added extra edtior-only UI to the replay playback controls to record sequences. Curretnly very placeholder: only records the entire sequence and provides no feedback in the UI if it is recording.
	Fixed bindings to recorded objects not working in various circumstances. Added the ability to manually create a binding.
	Recompiled actor blueprints post-record if we added components.
	Fixed a null ptr dereference in FOrionTeamUIInfo::Update.
	Removed tolerances when reducing tracks - they are now 'very small'.
	Added actor filter so actors of certain classes can be recorded.

Change 2866458 on 2016/02/14 by Max.Chen

	Sequencer: Fix anim notifies that fire at shot cuts. Anim notifies are fired from the last position to the current position. When jumping cuts, we want the delta to be 0 so that the anim notifies before the shot are not fired off.

	#jira UE-26390, UE-26671

Change 2866459 on 2016/02/14 by Max.Chen

	Sequencer: Add option to toggle visibility of combined keys

Change 2866466 on 2016/02/14 by Frank.Fella

	Sequencer - Add a track for controlling streamed level visibilty and remove visibility code from the master level blueprint.

Change 2866470 on 2016/02/14 by Max.Chen

	Sequencer: Add return value to indicate data has changed when a section has been added. This fixes a bug where creating a new section doesn't seem to add a key.

	#jira UE-26837

Change 2866481 on 2016/02/14 by Max.Preussner

	Sequencer: Implemented Presets for adding tracks automatically based on actor type (UE-24513)

	#Jira: UE-24513

Change 2866482 on 2016/02/14 by Max.Chen

	Sequencer: Allow for any actor that has a camera component to be a camera cut.

	#jira UE-26777

Change 2866484 on 2016/02/14 by Thomas.Sarkanen

	Added in/out times to sequence recording

	Also added the optional ability to record different actor types (heroes, projectiles, minions).

Change 2866495 on 2016/02/14 by Max.Chen

	Sequencer: Need to limit camera control to the section bounds of the camera cut otherwise, control won't be relinquished back to player at the end of the playback.

	#jira UE-26886

[CL 2874647 by Max Chen in Main branch]
2016-02-19 21:36:27 -05:00
Marc Audy
26836a22cd Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman
	#codereview John.Abercrombie

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2855722 on 2016/02/04 by Zak.Middleton

	#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.

	#rb Daniel.Broder, Ori.Cohen
	#codereview Bob.Tellez
	#jira UE-26411

Change 2855737 on 2016/02/04 by James.Golding

	Add test AssetUserData C++ class to QAGame

Change 2855739 on 2016/02/04 by James.Golding

	PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
	https://github.com/EpicGames/UnrealEngine/pull/1858
	#github 1858
	#jira UE-24494
	#rb thomas.sarkanen

Change 2855842 on 2016/02/04 by James.Golding

	UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
	#codereview ori.cohen
	#rb thomas.sarkanen

Change 2855843 on 2016/02/04 by James.Golding

	PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
	https://github.com/EpicGames/UnrealEngine/pull/1984
	#github 1984
	#jira UE-25913
	#rb thomas.sarkanen

Change 2855844 on 2016/02/04 by James.Golding

	UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
	Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
	#rb thomas.sarkanen

Change 2855850 on 2016/02/04 by Benn.Gallagher

	Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
	#rb Martin.Wilson

Change 2856409 on 2016/02/04 by Zak.Middleton

	#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).

	#codereview Jeff.Farris

Change 2857018 on 2016/02/05 by Benn.Gallagher

	Fixes for various anim graph related subgraph issues/crashes
	#rb Ben.Cosh

Change 2857193 on 2016/02/05 by Lukasz.Furman

	extended crowd agent interface to handle avoidance groups
	#ue4 UE-24823
	#1896

Change 2857200 on 2016/02/05 by Lukasz.Furman

	fixed memory leak in CrowdManager
	#ue UE-26516
	#2026
	#codereview Mieszko.Zielinski

Change 2857417 on 2016/02/05 by Lina.Halper

	Add keyword for animation functions

Change 2858854 on 2016/02/08 by Benn.Gallagher

	Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
	#jira UE-8421
	#rb Lina.Halper

Change 2858855 on 2016/02/08 by Benn.Gallagher

	Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
	#rb Lina.Halper

Change 2859159 on 2016/02/08 by Aaron.McLeran

	UE-25586 Fix for reporting audio memory usage

	- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size

Change 2859192 on 2016/02/08 by Laurent.Delayen

	Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
	Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.

	#rb martin.wilson
	#codereview lina.halper

Change 2859238 on 2016/02/08 by Lina.Halper

	Git pull request #1895

Change 2859239 on 2016/02/08 by Lina.Halper

	Git pull request #1813

Change 2859453 on 2016/02/08 by Aaron.McLeran

[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00